Community Patch V001
General
- Added a new Community-made Map 'Pog Champ Hotel'
- Added a new Community-made Map 'Hund Hills Community Center'
- Debug Console now displays a list of Maps and their internal ID
- Pressing ESCAPE Button while in Lobby should no longer exit the lobby (fixes a bug that leads to GUI Layout breaking)
- Wooden Planks no longer turn invisible when loosened (and can be dragged around once again)
Balance Changes
Lurker:
- monster_close.ogg is now Global (instead of previous 20m Range)
Phantom:
- monster_around.ogg plays when Phantom is within 12m of the Player
- monster_around.ogg edited for clarity purposes
- Changed background music when you are survivor and Phantom sees you from 'Run!' (monster_closer) to 'Kill!' (blind_hearing)
- blind_hearing.ogg edited, smoothened looping and added an ease-in at the beginning
Fallen:
- All Maps received an individual Trap Probability Modifier when playing as Fallen - various maps will have varying ammount of active clickable Traps for Fallen in specific.
- Activating a Trap while in Trapper Form (P1) will now display progress until Seeker Form (P2) in the top left of the screen
- Trapper Form (P1) Movement Speed Multiplier now 1.65 (was 1.0)
- Needed Traps for Seeker Form (P2) now 16
- Max possible Statues is now 8 (16 on Woods) (was 5 normally, 10 on Woods)
- Seeker Form (P2) can now see Humans
- Seeker Form (P2) starts transforming to Destroyer Form (P3) when a Survivor is within 6m line-of-sight, instead of previous 10m
- Destroyer Form (P3) now lasts for 30s (was 7s)
- Fallen now has a new Ability:
While in Destroyer Form, press E button to phase out of Destroyer into Trapper Form and revert back into Destroyer after 4s assuming your 30s Form Time didn't elapse yet.
This ability has a cooldown of 5s (9s if you count the 4s of phasing time).
Insanity System:
- Clicking on closed Objects no longer increases Insanity
- 'Sound Hallucination' Insanity Effect can now play monster-related noises
Maps
Black Lake Asylum:
- Added more Traps
- Fixed an issue where the 3 conjoined offices were not alligned with the hallway properly.
Black Lake Woods:
- Added more Traps
- Using Bolt Cutter on the Barn Chains will now correctly say "Item Bolt Cutter used to cut a chain"
Bodom Hotel:
- Floating handkerchief box in ladies restroom no longer floating
- Fixed 1 Key Sequence that made the Map unsolvable unless you had people spawn on the other side of the map
Bright Hotel:
- Added more Traps
- Adjusted the position of tables and chairs in the Dining Room for more smoother movement around the room
Factory:
- Added more Traps
- Made Human Starting Area feel less empty
- Adjusted Ladders that were previously underground to a degree
- Adjusted multiple object spawnpoints on tables so they do not glitch
- Fixed a visual where light cords were sticking through a floor from a room below
Hund Hills Asylum:
- Adjusted some visuals in the Kitchen
Pines Grill Restaurant:
- Moved an ouija board near the pianos to be propped up against them instead of on the middle of the floor (so mary can walk by more easily)
- Moved an ouija board in the 2nd dining hall off the floor and onto a table (so that mary can walk by more easily)
Rose Crimson Hotel:
- Unstuck the little cupboard door in the Spawn Room. Also fixes a Key Sequence that was previously unsolvable.
- Repositioned the single-door leading out of the Human Spawn Room, as it would sometimes become stuck, and now it no longer should.
- Moved an ouija board in the pantry on the floor onto a box (so that mary may walk by more easily)
- Moved Mary spawnpoint from a stall in the womens restroom to another stall (so that she can easily get out)
- Adjusted a collision spot with 2 randomized casks
Serenity Asylum:
- Added more Traps
- Created a miniature makeshift passage on the 2nd floor and aligned room A101 to it (this was done because room A101 originally clipped through the staircase leading to the 3rd floor, and thus the exit, but mary could not walk over it. these changes were to make it so that she can)
Tygerberg Hospital:
- Added more Traps
- Adjusted collision in one of the rooms that was previously preventing Lurker and Mary from passing
Warehouse:
This map originally had a poor distribution of traps (some traps being grouped up in clusters of up to 8 at a time) and as such been moderately reworked.
In total, Warehouse now has 3 less traps.
- 8 Grandfather Clocks replaced with non-trap variants (in the clock room)
- 5 Oven Timers removed, 4 traps added (in the Human Spawn Room)
- 10 Pianos replaced with 10 non-trap variants, 3 traps added (in the Piano/Safe Tower Room)
- 12 traps added to Closet Room (Room before the Clock Room, which originally had 2 traps)
Changed files in this update