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- Damaged doors can now be destroyed.
- Adjustments to bed/sleeping heal rate to better find the balance between takes-too-long and so-fast-its-OP.
- Adjustments to standard health generation rate.
- Increased damage from shotgun-style weapons.
- Various balancing tweaks.
Update v1.2.2.8920:
Swapped Ammo Crate art with Gift Box, made invulnerable, always succeeds. Ho ho ho!
Players' damage animation will no longer play for minor damage.
Fixed last charge of a med-kit consuming other med-kits.
Fixed display name for Sar (was "Blade")
Fixed locker dropping 3 rocket launchers and 1 rocket (now drops 1 rocket launcher and 3 rockets)
Fixed locker dropping 5 Sars blades at once.
Fixed locker dropping more than one R G Special.
Reduced shotgun damage.
Fixed monsters playing multiple hit sounds when hit by shotguns.
Increased damage from laser beam weapons.
Update v1.2.1.8893:
Added:
- Game option to disable periodic spawning of hall monsters.
- Stackable items (e.g. Med Patches) display total count in inventory, and behave as grenades do in the quick/hot bar.
- Quick/hot bar given a memory, so empty slots can be auto-populated when picking up items previously in the slots.
Fixed:
- Event Log on HUD would sometimes become permanently hidden.
- Improved effectiveness of rocket launcher.
- Improved effectiveness of Cyberjaeger Bear plasma attacks.
- Zuul Lord "standing still" during final battle has been addressed.
- Text for airlocks on final floor no longer say "Going up/down to Floor 20".
Changed:
- Explosion effect for explosive ammo have been toned down from Way Too Big to Much More Reasonable.
Sorta Fixed / WIP:
- To address the "infinite loading bug", if loading takes too long (45 seconds), the user is able to force continuing with the game. (Diagnostic file generated.)
- Plugged hole in hallway floor caused by some random floor layouts. (Diagnostic file generated.)
Please send these diagnostic files to us if possible, as it will help us determine exactly what the issue is so we can crush it.
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