In this update2
Full notes
Full Deep Space Corridor update
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What changed
- Fixes
- Gameplay
- UI and audio
- Performance
Deep Space Corridor changes
Fixes
Fixed the issue where the Robot material displays abnormally under lighting conditions.
Added a rotation threshold limit for the heads of all objects that can gaze at the player.
Fixed the problem where teleporting enemies occasionally teleport to the opposite corridor, blocking the player from moving after they choose a door.
Fixed the bug in the DarkMover level where the player's perspective might fail to recover from the dark effect after choosing a door.
Fixed the issue where the rabbit in the WindowsRabbitHead event had no sound effects.
Fixed the problem where the original robots remained in the Wellcome level.
Fixed the issue where the door used to cover flaws in TruthTwo was not hidden.
Fixed the unlocalized audio issue of "Dad found me" in TruthOne.
Resolved the clipping problem caused by the disappearance of space when the player enters the door backward in the corridor.
Resolved the issue where quitting the game directly without clicking the Return button at the end would result in entering the third loop upon re-entry.
Resolved the issue where the progress was not reset when quickly clicking return after dying and entering the death room.
Updates
Adjusted the difficulty of the OneTwoThree level.
Reduced the difficulty of the InvisibleFollower level.
Modified the material appearance of DarkMover to distinguish it from other types of robots.
Adjusted the material of ordinary robots (the original material was too dark).
Optimized the RedLightGreenLight level:
Added sound effect prompts for light switching;
Slightly increased the robot's start-up delay;
Reduced the level difficulty.
Adjusted the door opening logic: the player's view will automatically align forward, and it is no longer required to "look at the door" to unlock it.
Extended the light flickering time and reduced the difficulty of the DarkMover level.
Source
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