Patch v0.5.2.0
[p]Hey everyone, another small patch I wanted to push before the weekend ends. This one focuses on some environment updates, tweaks to the ending popup based on feedback, and a few balance changes I’d like to test regarding sanity loss when witnessing a player kill and sanity recovery rates from items.[/p][p][/p][p]The ending popup now shows how many levels you haven’t explored yet, in case players reach the ending without seeing all levels due to alternate paths and similar factors.[/p][p][/p][p]I’ll post a longer update next week with a rough roadmap of upcoming features and improvements, I want to finish polishing the remaining content and add some accessibility settings that I’ve already received feedback on.[/p][p][/p][p]Thanks for all the feedback you’re sending my way. I’m noting everything down, and I’ll get to it all eventually.[/p][p][/p][h3]Full patch notes:[/h3]
- [p]Sanity changes:[/p]
- [p]Almond water Sanity recovery:[/p][p][c]8+(20%missingSanity) -> 6+(20%missingSanity)[/c] (just decreased a bit base value)[/p]
- [p]Medkit Sanity recovery: [c]10 -> 8[/c][/p]
- [p]Sanity loss on kill seen close: [c]10 -> 15[/c][/p]
- [p]Sanity loss on kill seen far: [c]5 -> 8[/c][/p]
- [p]Added more props and lockers to Level 1 hallways[/p]
- [p]Localized hint to Level 188 in Level 1[/p]
- [p]Improved ending statement[/p]
- [p]Tweaked a bit Level 2 generation, now higher chance of "dark path left" tile[/p]