What changed
3 fixes4 additions2 changes0 removals
addedHere we are, with a new update. This latest version contains some bug fixes and changes that players will nicely welcome! I will add spoiler tags under each point in the list to explain more about what has changed without forcing you to know more than you want.
changedImprovementsImproved spawn logic of the Merchant. Before this new update the Merchant could spawn every time he wanted, even when the player had to react to a patient. In some circumstances, this could prevent the players from actually interacting with him as they were doing something else. From now on, when the Merchant wants to spawn he will check if there's an active patient and will only spawn if the player is safe. If a patient is trying to kill the player, he will try to spawn after a brief wait. He will repeat this process until he can spawn.
changedImprovementsSlightly increased game difficulty. Whenever the player gets a keycode, the game becomes more difficult, making the patients more active. In addition to this, now the Merchant will also react to this increase in difficulty, becoming less active as the game progresses.
addedImprovementsAdded windows to the elevator rooms. This should make sure that there's at least one room per floor where the merchant can spawn.
addedFixesReverted a change that was making a specific patient too active. If you had the feeling Still has been a little too aggressive is because we forgot to remove a line of code we added during debug that was causing him to always spawn on your floor. This meant that he was spawning way more frequently than intended.
fixedFixesFixed windows spawn. There was a problem in the code that was preventing windows from spawning correctly inside the game. This was making the Merchant almost unable to spawn and should now be fixed.
Insane Escape changes
addedHere we are, with a new update. This latest version contains some bug fixes and changes that players will nicely welcome! I will add spoiler tags under each point in the list to explain more about what has changed without forcing you to know more than you want.
changedImproved spawn logic of the Merchant. Before this new update the Merchant could spawn every time he wanted, even when the player had to react to a patient. In some circumstances, this could prevent the players from actually interacting with him as they were doing something else. From now on, when the Merchant wants to spawn he will check if there's an active patient and will only spawn if the player is safe. If a patient is trying to kill the player, he will try to spawn after a brief wait. He will repeat this process until he can spawn.
changedSlightly increased game difficulty. Whenever the player gets a keycode, the game becomes more difficult, making the patients more active. In addition to this, now the Merchant will also react to this increase in difficulty, becoming less active as the game progresses.
addedAdded windows to the elevator rooms. This should make sure that there's at least one room per floor where the merchant can spawn.
addedReverted a change that was making a specific patient too active. If you had the feeling Still has been a little too aggressive is because we forgot to remove a line of code we added during debug that was causing him to always spawn on your floor. This meant that he was spawning way more frequently than intended.
Here we are, with a new update. This latest version contains some bug fixes and changes that players will nicely welcome! I will add spoiler tags under each point in the list to explain more about what has changed without forcing you to know more than you want.
Changelog
Improvements
Improved spawn logic of the Merchant.
Before this new update the Merchant could spawn every time he wanted, even when the player had to react to a patient. In some circumstances, this could prevent the players from actually interacting with him as they were doing something else. From now on, when the Merchant wants to spawn he will check if there's an active patient and will only spawn if the player is safe. If a patient is trying to kill the player, he will try to spawn after a brief wait. He will repeat this process until he can spawn.
Slightly increased game difficulty.
Whenever the player gets a keycode, the game becomes more difficult, making the patients more active. In addition to this, now the Merchant will also react to this increase in difficulty, becoming less active as the game progresses.
Added windows to the elevator rooms.
This should make sure that there's at least one room per floor where the merchant can spawn.
Fixes
Reverted a change that was making a specific patient too active.
If you had the feeling Still has been a little too aggressive is because we forgot to remove a line of code we added during debug that was causing him to always spawn on your floor. This meant that he was spawning way more frequently than intended.
Fixed windows spawn.
There was a problem in the code that was preventing windows from spawning correctly inside the game. This was making the Merchant almost unable to spawn and should now be fixed.
Fixed a bug that was preventing the player from obtaining keycodes from puzzles.
There was a minor mistake in the code that was preventing the puzzles to correctly give keycodes as a reward. This should now be fixed.
This new version should improve the strategic aspect of our game and make it way more fun for players. Of course, the changes in version number and map generation will force you to restart your current run. We're sorry for the inconvenience, but we hope the fixes and the improvements will be worth it.