Did some fixes on minor issues that have little overall effect. For the sake of full transparency, the full changelog is below. The build is available as _1.0.5 and the previous release remains available for download. Please consider this during your judging.
TOWN:
- Adjusted Town Leaving animation to be less visually jarring
BADLANDS:
- Adjusted animation timing during a specific cutscene that felt long enough to be a brief softlock
FACILITY APPROACH:
- Fixed issues with audio triggers wherein exiting the Facility approach would not fade ambient track
ENTRANCE:
- Adjusted animation timing during a specific cutscene that felt long enough to be a brief softlock
- Fixed issues with audio triggers wherein entering the facility would not fade map music
- Fixed logic error with music trigger in Facility Entrance where music would not play during the proper quest step
- Fixed an issue during a cutscene where a light mask was no longer applying properly to an actor
- Fixed an issue during a cutscene where a character walks through a door before it opens
- Fixed an issue during a cutscene where a character is not playing their idle animation
FACILITY:
- Adjusted enemy combat parameters during scripted encounters that were unnecessarily low
- Fixed tiling errors in the Facility that caused the player to appear above doors when walking through them
- Fixed collision error in certain room in facility
- Fixed an error on a function that caused scrolling text in a particular sequence to not stop for player input at the correct intervals
- Fixed an interaction trigger not triggering the correct revisit interaction after triggering it the first time
- Fixed a parameter on a door in the Facility that caused the player sprite to walk in the wrong direction when entering it
- Fixed an issue with a function when interacting with terminals that caused the wrong player animation to trigger
GENERAL:
- Adjusted the next indicator on dialogue to be invisible during "Internal Voice" lines and certain other dialogue
- Adjusted the default dialogue next indicator to be desaturated to be less distracting
- Adjusted healthbar and special meters to be desaturated to be less distracting
- Fixed an issue with an animation parameter not being reset on certain combat animations causing the player to get stuck in the same pose
- Fixed an issue where dialogue boxes immediately after "Internal Voice" lines would have their name labels made invisible
- Fixed the timing on music playing in cutscenes to be immediate instead of fade in for specific scenarios
GRAMMATICAL/GENERAL TEXT:
- Fixed grammatical errors were during a specific sequence
- Adjusted text: the word "know" was changed to "recognise" on a scene at the beginning of the Facility
- Adjusted text: the word "weren't" was changed to "aren't" to reflect the tense of the statement preceding it on a certain line
- Adjusted text: quotes were added to dialogue at the beginning of a certain sequence to remove confusion regarding the speaker