Tomb Beta #2 Hotfix 1 (200.9)
Tomb cherubim now attack back if provoked.
Tomb cherubim now properly defend one another and give chase across zones.
Grave moss is no longer considered aggressive by the looker.
You can now properly save and load once you return from Brightsheol.
The message log now works per normal when you return from Brightsheol.
Exit teleporters in the crypts no longer send you back to the catacombs.
The sarcophagus in Resheph's burial chamber no properly responds to the yes/no dialog.
Added descriptions for the following objects.
Added a new cybernetic implant: biodynamic power plant.
Added sound effects for the following:
Spacetime vortices and rifts now deposit all objects that enter through them into a consistent destination zone (randomly determined per anomaly), rather than destroying non-player objects. Companions sucked into a vortex are unable to rejoin you until you find them.
Tomb cherubim now properly defend one another and give chase across zones.
Grave moss is no longer considered aggressive by the looker.
You can now properly save and load once you return from Brightsheol.
The message log now works per normal when you return from Brightsheol.
Exit teleporters in the crypts no longer send you back to the catacombs.
The sarcophagus in Resheph's burial chamber no properly responds to the yes/no dialog.
Added descriptions for the following objects.
- conservator
- gorged growth
- flowers
- bouquet of flowers
- low wall
Added a new cybernetic implant: biodynamic power plant.
Added sound effects for the following:
- various creature deaths
- Broken effect getting applied
- Shattered Armor effect getting applied
- using Clairvoyance
- using Disintegration
- using Sunder Mind
- using Flaming Hands
- using Freezing Hands
- using Freeze Breath
- decarbonizers targeting and firing
- beep/ding/bloop artifact startup sequences
- resonance, stasis, and time dilation grenades exploding
- objects freezing
- the firing of phase cannons, rondures of light, laser rifles, linear cannons, eigenrifles, chain lasers, freeze rays, nullray pistors, hypertractors, and normality gas pumps
- light being refracted
- teleportation
Spacetime vortices and rifts now deposit all objects that enter through them into a consistent destination zone (randomly determined per anomaly), rather than destroying non-player objects. Companions sucked into a vortex are unable to rejoin you until you find them.