v1.2.1 - Hotfix

OASIS: Tokyo

OASIS: Tokyo is an FPS with a focus on inventory management that has roguelite elements. Complete procedurally generated missions in a shady underworld.

hi! just a real quick patch primarily to fix a handful of issues but also got a few small changes and improvements too full changelog: [list] [*] fixed cyberware effects being duplicated after reloading the save after getting an ending - resetting your build will fully get rid of the duplicated effects, sorry about this! [*] fixed some other weird things that happened after reloading the save after getting an ending that werent as noticible [*] when the upload is finished, the progress bar on the machine will now turn green [*] the progress bar glitching effect will no longer reroll its chance every frame after its delay is up (should do it much less often now) [*] enemies will now shoot more at the center of the server instead of towards its bottom [*] added priority to the names of the rep 1, rep 2 and rep 5 priority missions so maybe itll be a bit more clear (rep 5's is going to be changed to a new unique mission in the next update) [*] reduced the size of the note text in priority mission descs [*] doubled the length of chip effects (no other changes to chips) [*] added the new clothing items to the quick mode appearance changer [*] fixed the male grey hoodie displaying as the wrong clothing [*] fixed an instance where soundscape triggers were swapped in a certain section in warehouses [*] added a missing soundscape trigger in the back of the warehouses section with the offices room in it [*] fixed part of the walls in the transition to the sewer sections in warehouses clipping through the main floors should it generate below main sections [*] fixed some instances where the upper cabin supports in warehouses would mostly block the door to the exit [*] reduced a few of the light trigger ranges for warehouses a little bit further [*] expanded the door to the roof that can spawn in the indoors only local office variant into an alternate exit [*] fixed the new exits in slums and warehouses being able to be activated more than once [*] village now has its own loading screen images [*] fixed an issue with a certain house type in a certain section in village not being high enough off the ground [*] caves in village now have their own dead ends instead of using the main one [*] notifications now get cleared when finishing the stage 2 ending mission in endgame (the keys boss), primarily for when you finish it before the intro notifications are done playing so it doesnt just keep going [*] rain particles now get disabled while in the underground mall [*] this change is a small spoiler for the secret in arinobu - [spoiler] moved the secret hint phone that appears after getting an ending, but there is now more than one spot it can spawn at (all are easier to find than the original spot) - also changed the font the code uses to a more discernable one [/spoiler] [/list]