Patchnote #10 for Dark Hours (v0.5.13695)
[h2]Patchnote #10 for Dark Hours (v0.5.13695) - 07/11/2024[/h2]
[h3]Gameplay[/h3]
[h3]Level Design (LD)[/h3]
[h3]Monsters[/h3]
[h3]General[/h3]
[h3]Gameplay[/h3]
- Non-interactable Fuse Fix: Fixed a bug that would disable the interaction with a fuse box by throwing objects on them, fixing the softlock where fuses were not grabbable if placed on this disabled fuse box.
- Camera Cancel Condition: Exit the CCTV view upon catch, freeze, or push.
[h3]Level Design (LD)[/h3]
- Control Room Asset Tweaks: Adjusted the reserved space for certain Control Room assets to improve player navigation or players blocking.
- CCTV Spawn Fix: Fixed an issue where CCTV cameras could spawn through curtains, improving visualization of the room.
- Art Exhibit Grid Navigation: Fixed the collider length of the grid in the art exhibit’s course, ensuring proper navigation for monsters.
- Vault Grid Navigation: NavMesh is no longer blocked by the vault grid after its initial opening, improving accessibility for monsters.
[h3]Monsters[/h3]
- Grid Synchronization: The monster’s action of opening the metal grid is now synchronized with the button press for consistency in the vault and exhibit rooms.
[h3]General[/h3]
- Frost Feedback Update: Updated frost feedback with improved visual effects (VFX).
- Ear Defender Pivot: Corrected hand positioning for the ear defender mesh.
- Error Message Improvements: Added additional text details for error messages related to pending games to enhance troubleshooting.
- Network Overload Prevention: Optimized a specific RPC linked to frame rate to reduce network overload.