No Escape: Game Edition!
No Escape: Game Edition! 0.33.1
Patch Notes
0.33.1
- Fixed a tile-set bug in the pyramid: For some reason part of SOPHIA’s pod was being used on the pyramid’s first floor; causing the far north part of the map to be completely covered in these. Is fixed now!
- Small naming bug; the maid dolls in Thornvine’s reception hall no longer drop “credits” on their defeat but instead “gold” as they’re supposed to.
- Fixed a bug in Aislinne’s playground: If the player lost to either the orbs or pod traps and then got hit by them again afterwards. The skip option bugged out; always sending players back to the previous checkpoint (and acting as if they’d lost).
- Fixed a bug in the cybcercity recall rooms: When exiting the conveyor belt/security drone events Kathleen would be ported out at the wrong spot. Fixed it.
QUALITY OF LIFE:
- Rebuilt the movement paths of patrolling enemies; making them (finally) move as intended: Long standing issue in that if the player is “too far” away from the enemy (~30 tiles(?)) it stopped updating their movement paths; causing enemy patrol routes to haphazardly stop/start depending on player proximity (and thus deviating from their intended paths). From now on enemy patrol routes update no matter where the player is on the map; finally making them move as I’d always intended. This should also make it easier to sneak past them!
- A skip option has been added to ALL fail-states (including the traps); which appears if the player’s seen that specific fail-state already: It works on the same principle/code as with the things in the recall rooms, so any already seen bad ends will now give an option beforehand to skip. This should mitigate the annoyance of falling into the same bad end multiple times in a row (and being forced to watch the same scene in quick succession). Long overdue; especially with the longer bad ends.
- Changed the skip switches @Aislinne’s playground to persistent ones (so they work across all saves).
- Standardized all loot/goody boxes across the game with the same sfx and message prompt placement.
- Also standardized all the gold drop/xp reward events across all enemies in the game with the same sfx and message prompt placement.
- Added a XP/gold reward for defeating the rubber jackal.
- Made another rebalance pass at some of the enemies in the game: making them slightly easier (or harder; depending on what gear Kathleen’s using).
- Made some small lightning changes to the lights in the lower east wing of Thornvine estate: Improving the readability of the Slave maid’s line of sight when using the Noliton radar.
- Added a fucking loop to the mimic chest epilogue fantasy RPG VR-world!
- Changed the “tentacle entering” bit in the torment toy fail-state; turning it into a (small) loop.
- Likewise changed the “kitty tail entering” in the kitty cat fail-state (fantasy RPG VR-world) into a (small) loop.
SYSTEM CHANGES:
- Fix for the Community_Lighting.js plugin; essentially making it work alongside YEP_MoveRouteCore.js (which was very important for the quality of life change for the enemy patrol routes). Big thank to Candiru for scripting this!