Last Will · published

Another room added to the roster, this one with slightly higher difficulty than the previous ones. We plan to return and redo some of the other Episode 2 rooms to make their difficulty match Episode 1 more.
But for now, enjoy the newly added room, the reconstructed bunker.
We are admittedly a bit behind on our schedule regarding Episode 3, but we are putting all effort today and tomorrow into getting it ready for you all.
- New sequencer system.
- Tweaked lighting and light combination system.
- Fixed bug regarding drawer state in multiplayer.
- Cleaned key hint, since it is no longer in use.
- Added missing clock.
- Fixed some item descriptions to improve the flow.
- Fixed some meshes to prevent holes in the world. Worldholes are bad holes.
- Moved some obstacles around, to better enabled walking paths.
- Fixed rendering glictes that could cause the back wall to fade out.
- Moved lamps closer to the keyhole.
- Added some hints.
- Strengthened the game vocabulary with over 2000 words.
- Fixed vent orientation for on/off states.
- Pipe placement now checks for correct combinations.
- Fixed some multiplayer connectivity issues.
- Adjusted bounding boxes for movement and collission.
- Adjusted script generating the mansion to combat repeatable rooms.
- Rewritten some riddle mechanics to allow larger variety.
- Striking down on double riddle chances.
- Reworked placement areas to help puzzle hints place themselves better.
- Reworked positioning rules for some items, making them easier to find.
- Reworked item inspector to better focus on the center of the item.
- Fixed some wall positions to prevent glitching walls.
- Fixed some broken collider system, that had a chance to snap and cause weird missing collissions.
- Optimized loading process.
- Cleaned up some leaks that could lead to memory crashes.