Full notes
Full Get Out update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- UI and audio
- Maps
Perks
Added the framework for perks, as well as some perks to play around and test. This will be part of the progression system in the game, dying causes you to lose your perk, and you get 1 perk point per level. These vary from small help to make the game easier, to complete game changers giving you a massive upper hand, we look forward to seeing what you think of them and are open to more suggestions!
Fixes
Fixed a bug where only Mercy Hill had ghostly voices
Fixed a bug where the entity wasn't removed off your screen on Long Isle Factory
Fixed most issues pertaining to AI:
- No footsteps for some
- Wouldn't scream when seeing the player
- No sound when roaming around
(random grunts, chatter, etc) - Wouldn't chase bottle after it was smashed - Wouldn't pick up the pace as it got angrier - Wouldn't cooldown after killing a player - Wouldn't go back to correct speed after cooldown period - Didn't have correct sound effects (wrong voice lines sometimes) - Wouldn't randomly scream - Wouldn't notify that they've gotten angrier
Fixed a bug where all items had different locations for different players on Ridgeview and Long Isle
Fixed a bug where there were multiple items for each player (4 players, 4 sets of necklaces) on Ridgeview and Long Isle
Fixed a bug where all players got the jumpscare when another player died
Fixed a bug where all players got the screenshake when another player died
Fixed a bug where you could walk into lights in Ridgeview High
Fixed the sunken toilets on Ridgeview
Fixed a bug where some entities couldn't open doors
Fixed objects floating off walls on Ridgeview
Fixed a bug where you could get stuck behind the pipes on Long Isle Factory
Fixed a bug where entities would sometimes get stuck on obscure objects when walking past them
Fixed all instances of doors deforming and changing shape when opened or closed
Changes
Made it so whenever you do an action that angers the entity, it comes to the location (turning on a generator causes the entity to come to that generator, etc)
Adjusted flashlights so they're different for each map
Given more visual feedback for placing objects on the summoning circle
Added more logical background sounds for each map
Different surfaces now have different footstep sounds
Source
Changelog.gg summarizes and formats this update. How we read updates.
