Yeah we added a bloody hole and shaft, you heard us Added blood appearance for the aforementioned hole.Added a new hole and shaft to the house.Added a new “stuck in an object we can’t really divulge because spoilers” animation.In the Liz Katz DLC: Started implementation for a new opportunity: “Invitation”.In the Liz Katz DLC: Started implementation for a new opportunity: “Will and Testament”.Added a splishy splashy cutscene for an AC unit interaction.Fixed the dent on the fridge door by moving it to the freezer door.Added new and improved chocolate syrup model.The FoamFinger now has a collision sound.The FoamFinger now has access to ItemFunctions.The Chicken will now be highlighted if it falls into the outside grass. ![]() This behavior for these Items persists through save/loads without the need for handling via the CSC Additional Items can be mounted to the Broom.The main ItemFunction-based behaviors of this new type persist through save/loads without the need for handling via the CSC Various Items around the house are now of the type “Burnable”.These behavior(s) persists through save/loads without the need for handling via the CSC Added a new type of InteractiveItem that can take multiple forms/appearances, and can auto-adjust its Inventory Icon based on its current form.A certain digital device, one that was definitely not mentioned in prior release notes, can now be used to view the real-time status of the Airvent System.Added an Airvent System, which can be used to do stuff with… well, Airvents.The Tablet Item now has a collision sound effect.The Chocolate Syrup Item…sorry, I meant “Choclate Syrup”, now auto-highlights when dropped in the grass. ![]() In the Original Story: Updated handling for when Stephanie loses her top during the party.In the Liz Katz DLC: Started implementation for a new opportunity: “Smoke ‘Em and You Got ‘Em”.CSC: Added two new event triggers based on ScreenFade behavior: one each for determining when the ScreenFade effect is done Fading In, and when it is done Fading Out.“Active” meaning that the screen is in the process of fading in or fading out, or is already completely faded out) CSC: Added the ability for the CSC to check if the ScreenFade effect is active or not.The Broom can now be set to lean against…a thing. ![]() NOTE: the Player “carrying” a Weapon will not make use of this mechanic. Attacks with a weapon will always break the Block of a CombatTarget, and will always deal maximum damage based on the attacking Character’s Strength. Higher skill/kick based attacks will still function as normal. When a Weapon Item is Mounted to the RightHand of a Character and that Character attempts to use an attack that would normally utilize their hands, they will instead swing the Weapon. As of now only the Hammer2 Item is flagged as such.
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