-Fixed an issue where Interaction UI would display over the Map UI.
-Fixed an issue where some UI would remove itself when it was not intended to do so.
-Fixed an issue where if the player triggered a SUNKY hide-and-seek sequence by unlocking a door, the player would not be able to lock that door for the rest of the attempt.
-Fixed an issue where SUNKY's heavy breathing audio would still play even if the player is caught.
-Fixed an issue where BUNKY and TUNKY could occasionally see through closet doors.
-Fixed an issue where an extra electrical room key would sometimes spawn in the SUNKY map.
-Fixed an issue where SUNKY's mist would sometimes fail to despawn.
-Fixed an issue where BUNKY's discovery audio would not play upon seeing the player.
-Fixed an issue where the Electrical Room Door would sometimes fail to trigger SUNKY's heavy breathing mechanic.
-Increased the height of the Truck Keys hitbox.
-Increased the size of some of the collectible easter egg hitboxes.
-Increased the size of the Exit Key's hitbox in the TUNKY map.
-Increased the odds of normal random events triggering across all levels.
-Increased the amount of time SUNKY spends waiting to ambush the player.
-Decreased the odds of a rare random event triggering across all levels.
-Slightly modified TUNKY's patrol in the TUNKY map to prevent him from turning around near the exit.
-Slightly modified BUNKY's patrol in the BUNKY map to prevent him from turning around in the bathroom near the entryway.
-Improved the SUNKY Hungered jumpscare.
-Improved the BUNKY Spider encounter.
-Changed the direction BUNKY Crazed is facing when he spawns.
-Changed one of SUNKY's ambush points in the BUNKY map.
-BUNKY Crazed now breaks down the second locked door immediately upon touching it.
-Added direction on where to hide in the BUNKY level's second phase.
-TUNKY Untethered no longer creates mist when he initially spawns.
-Modified a few random events.
-SUNKY will no longer respawn near the player.
-Reworked TUNKY's and BUNKY's movement speed so that they are initially slower than the player's sprint speed, but gradually become faster during a chase.
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