Full notes
Full DeathWatchers update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- UI and audio
[New Stuff] - Added map layouts to each level safe zone (Except UMB Office) - Entities can now also hunt MUCH earlier on, however early hunts are really short, let me know how this affects your rounds - Added an 'Auto' option to the Event Logger which scans for every event type, but you get paid only 60% of the events total worth
[Changes] - Entity no longer does the secondary roar/scream when it hears something and goes to check that area
[Fixes] - Rewrote the rewards giving system, so you should never miss a reward now, and it'll check at the start of the lobby if you've missed one and give you it. - Entities in classic now correctly hunt the player they're meant to hunt - Fixed a spectating bug with classic mode - Journal only resets at the start of an investigation now, so you can check your journal in the lobby - Added a few checks in place to avoid a bug that I couldn't replicate. It caused someone to not be able to switch/drop items. All bool checks are now made sure to be reset on level start/exit - All event logger tier scan distances have been increased - Rewrote some event logger code so it should never get stuck when waiting for it to reset on a failed log - Event logger result text now resets after the cooldown timer - Added some extra checks so hopefully entity sightings no longer spawn ectoplasm if they've been logged - Fixed a grid on the bedroom on Fall Lane - Reworked the classic grids in Eccleshill - Fixed an issue with the collision renderers on a chair prefab - Fixed a few classic entities in Eccleshill - Fixed the hiding spot near the staircase on Eccleshill (Entity could see you from the stairs)
Source
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