In this update3
Full notes
Full 3 Nights of Terror update
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What changed
- Performance
- Balance
- Gameplay
- UI and audio
- Fixes
3 Nights of Terror changes
Thanks to all your feedback, I was able to focus this patch on the main issues with Night 2 to make it feel much better. Let me know how these changes work for you so I can keep tweaking the balance! Visuals & Lighting
- Night 2 LightingAdded additional light sources to Night 2 based on community requests to help with navigation.
- Polished AssetsImproved the appearance of lamps in Night 2.
- Shadow FixesDisabled shadows on the Deadinzoid’s face to prevent old AMD GPUs from crashing.
- VisibilityIncreased the visibility of the Hospital Key.
Balancing & Gameplay
- Night 2 RebalanceTweaked the difficulty and flow of the second night.
- Enemy BuffIncreased Deadinzoid’s sprint speed. Be careful, he’s faster now!
Spawn Adjustments: Optimized enemy spawn positions in Night 3 for better pacing.
- Mechanic TweaksAdjusted the Camera Light duration in Night 2.
- AudioIncreased max audio channels to prevent Deadinzoid from running out of words.
Bugfixes
- Night 1Fixed a potential softlock involving the Map Tooltip.
Night 2: * Fixed the monster's resetting mechanism.
Fixed an issue where the monster couldn't open certain doors.
Resolved a double-trigger issue during monster encounters.
Fixed the 3rd Checkpoint in Night 2.
- Night 3Fixed the ambiance audio disappearing when approaching the front door.
General: * Fixed menu softlocks.
Bulletholes no longer attach to the player's hands.
Fixed audio stacking during the ending sequence.
Resolved the fuse box "double-fire" issue.
Fixed the Radio Achievement not triggering correctly.
Source
Changelog.gg summarizes and formats this update. How we read updates.
