In this update2
Full notes
Full Chasmal Fear update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Maps
- Fixes
- Security
- Balance
Chasmal Fear changes
- Officemap
Chasmal Fear 1.0.1 Patch Notes
Increased overall ammo in ammo boxes throughout the entire game
Enemy Respawn Times increased 250% (increased the respawn time of the enemies in all levels by 250%, meaning fewer enemies overall)
Faster player movement (walking & crouching)
Added a FOV (Field of View) Slider in options
Civilian Area Door Fix (where players in co-op were able to fall off the map when going back)
Retrobar/Civilian Area - Laptop no longer gives objective, instead you need to pick up the card, and it is the only one glowing
Minor Level design fixes
Some passages/door frames that prevented the juggernaut from passing through are now fixed
Fixed Pinpad (in some cases, interacting with 0 gave 10 instead of 0)
Fixed Pinpad making client camera stuck on host when interacting
Fixed problem with Shooting Range where the Shooting targets were not registering hits and players could not get points/ achievement
First Level Saves (Added 2 Save stations in the first levels after the 3 choice buttons)
Added Failed Sound when players try to interact with a Cardreader that needs a key, but they don't have it
Knife Material fix - Greatly decreased glow on knife
Juggernaut collision fix
CardReader Tip - now it'll inform you of the name of the required item to proceed
Cinema Office Location Fix - removed "Security" monitor that caused confusion and added a door sign saying "Cinema" to avoid being mistaken with Security.
Arrows added on choice buttons (in the first levels, specifically the 3 choice buttons)
Neuroflux interaction fix in the vent of Civilian Area
Blocked Vents in Sickbay - caused confusion to players
First Levels Jugg Chase - Door Fix (Fixed Door appearing to client in co-op)
Knife special attack not stopping AI's Mutation in some cases - Knife will always work as it should
Revamped Gamepad sensitivity settings (Both regular and ADS, so now you can do a 360 :) )
Turning off camera lag completely freezes the weapon to avoid motion sickness (or provide enjoyment to Doom 2 players)
Now there are 3 revival stations in Military & Research Area:
One in Engineering
Second in Deep Sea Research
Third in Deposit Room
4 Revival Stations in Civilian Area:
First one in Sickbay
Second one in Shooting Range
3rd One right before Gym
4th on Second Floor (Room 302)
Modified Revival Station so that if the player is playing solo, then they won't be able to interact with it, and there won't be an Interact label (to avoid confusion).
Modified MAPS (added green glowing icons) throughout Civilian and Military Area to display SAVE Locations. Moreover, added Icons (yellow) for Revival Stations locations on both sides.
Increased all enemies' attack range, faster reactions, and some of them also have faster movement now
Increased Mutation pool (number of different mutations) and chance for all monsters to provide more gameplay variety
Fixed walls in the Sewers that players could pass through and fall off map
Resolution issue where the resolution number (eg.1920x1080) would change, navigating out of the options window would spam the player that he made a change even though he didn't change it. Moreover, the same resolution changed automatically when switching languages. Resolution will stay consistent now and has been fixed.
After 10 minutes of emptying a health station, it will now replenish and can be used again
What's Next?
Firstly,
Source
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