Stop Dead Early Access Patch 13

Stop Dead

A rogue AI is hell-bent on destroying its creators and has swept you up in its plans. Use your superhuman abilities to run, jump, slide, and pull hundreds of objects as projectile weapons to blast everything in your path in this funny and chaotic first-person telekinetic brawler, STOP DEAD.

Thank you for playing Stop Dead! [i]Items with a ๐Ÿ›‘ emoji are things found or suggested by the community![/i] [i]Items with a โ— emoji indicate that the change caused a leaderboard to be wiped.[/i] [i]Wipes for affected leaderboards will happen after things have had time to settle.[/i] [list] [*] Fixed an issue that allowed the player to grab things through walls. [*] Fixed an issue that caused small, fast-moving throwables to phase through certain things. [*] Grabbing should be less likely to grab things off the screen. [*] Fixed an issue that caused grabbing to sometimes be unresponsive. [*] Fixed an issue that caused hats to have collision sometimes [*] Fixed an issue that caused the โ€œhardhatโ€ hat to not fade out when close to the camera. [*] Added a tutorial for Grind Rails in Highway. [*] Added a tutorial for Advanced Usables in Light Step. [*] Added an additional check to ensure auto-grab for dropped weapons only triggers when the player kills the enemy. [*] Wall climb cooldown 0.15s -> 0.5s. This is not the nerf you think it is. [*] Wall climb minimum duration 0.25s โ†’ 0.15s [*] Wall climb maximum duration 0.5s โ†’ 0.3s [*] The climb duration changes mean that climbing doesnโ€™t go quite as far by default, but the next change makes up for it. [*] ๐Ÿ›‘ You can now โ€œClimb Hopโ€. A new โ€œClimb Hopโ€ binding has been added in Input Settings. Climb Hopping has special animations, sound, and has chaining built in. Climb Hopping is a short boost upwards and in the direction of your movement input. If you are a โ€œHold Jump to Climbโ€ user, this triggers on release of Jump, OR press of your Climb Hop binding. You can still hold backwards input or let the climb time out to perform the old climb jump. [*] ๐Ÿ›‘ Fixed an issue with Engineer that caused her to not properly cancel actions. Will this fix the getting stuck bug? Stay tuned, I guess. [*] Light Step has been changed to be more friendly to new players. [*] ๐Ÿ›‘ Added a โ€œDisable Easymode Promptโ€ option in UI settings. [*] ๐Ÿ›‘ Fixed an issue that caused sample start text to be visible when the โ€œEasy Modeโ€ prompt appeared. [*] ๐Ÿ›‘ The player is no longer blocked by enemies, with one exception: Enforcer-class enemies still block the player. [*] ๐Ÿ›‘ Fixed paintings blocking the player when they should not. [*] ๐Ÿ›‘ The Anvilโ€™s (and related throwableโ€™s) grab boost now scales with distance to the player. This prevents an exploit that allowed for infinite aerial boosts. [*] ๐Ÿ›‘ The Anvil (and related throwables) no longer bounce as much. [*] ๐Ÿ›‘ Good Boyโ€™s behavior should be more consistent after the phase change. [*] ๐Ÿ›‘ Fixed an issue that caused Good Boy to take inconsistent damage after changing phase. [*] Forcefield launcher vacuum effect (not the launch) speed has been doubled. [*] ๐Ÿ›‘ Fixed an issue that caused perfect jumps to clamp your speed if you released jump before the perfect jump triggered. [*] ๐Ÿ›‘ (Tentatively) Fixed an issue that caused some enemies to be launched by explosions when they should not have. [*] ๐Ÿ›‘ The Level Start Safezone now gives a high acceleration value while the player is inside of it. (This removes the requirement for an instant double slide in many levels, making running them much more enjoyable) [*] โ—๐Ÿ›‘ Reworked routes in Gap. [*] ๐Ÿ›‘ Fixed an issue that caused โ€œBut I Didnโ€™t Stop Moving!!!!โ€ to be impossible to get. [*] ๐Ÿ›‘ Fixed an issue that caused ghosts to not properly display their visuals. [*] ๐Ÿ›‘ Fixed an issue that caused โ€œCollectorโ€ progress to appear too often. [*] ๐Ÿ›‘ Adjusted the placement and size of all win volumes. Improved win volume visuals. [/list]