In this update6
Full notes
Full Acatalepsy update
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What changed
- Gameplay
- Fixes
- Server
Acatalepsy changes
This update applies to all branches.
BUGS
Attempted to completely fix the bug causing items and tasks to sometimes spawn inside pillars or walls on Level 2: "Parking"
Attempted another fix for a bug that caused tasks to display incorrectly in the top corner of the UI.
Attempted fix for a bug causing the battery task to refuse interaction, even while holding a battery.
This still might happen. I'm still working to figure out what's causing this issue.
Attempted to fix a visual bug causing the battery to remain in the player's hand and inventory after completing the battery task in multiplayer.
Attempted another fix for the entity bug where the entity refuses to move when spawned in.
ENTITY
Adjusted entity AI pathfinding when tracking a moving player to reduce instances of the entity slowing down to a walking speed when very close to a visible player.
GAMEPLAY
Allowed the entity to walk onto the exit lift, which is no longer a safe zone, as it would soft-lock the entity's movement if you were in its sight while on the exit lift.
This makes putting distance between yourself and the entity far more important when escaping.
I stated in the roadmap that the "Player Entity Interaction System" was planned for completion in August. I have begun working on this system now, and it may be completed in July rather than August, possibly before I release another entity. I want to make sure I have this base system in place before hard-coding entity logic and fully releasing it to the main branch.
In turn, the early version of the new gamemode on the unstable branch, initially planned for release in July, will be pushed back for the time being as I redirect my time.
Tyler
Source
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