
Gameplay Updates
LOCALISATION- Large updates to our localisation, including the following:
- Server names will now localise
- Store and customisation entries have been localised
- Tannoy message subtitles are now localised
- Missions and objectives now update on language change
- Shell signs now update on language change
- All interactions have been localised
- Updated numerous interaction hints to standardise their presentation
- Added localisation for missing menu and system text, eg. for chat, sign in messages, and keybinds
- 1 Prisoner is required to hoist for a total of 20 seconds
- 2 Prisoners are required to hoist for a total of 35 seconds
- 3 Prisoners are required to hoist for a total of 60 seconds
- 4 Prisoners are required to hoist for a total of 75 seconds
- If 2 Prisoners both held hoist stations simultaneously for the entire mission the hoist would finish in 75% of the times stated above
- If 3 Prisoners both held hoist stations simultaneously for the entire mission the hoist would finish in 56% of the times listed above
- If 4 Prisoners both held hoist stations simultaneously for the entire mission the hoist would finish in 42% the times listed above
- Number of Fuel Cans available in the Helipad increased by 3
- Some Fuel Cans now appear on top of specific racks, making them easier to find
- Time taken to pour an entire Fuel Cans worth of fuel standardised to 10 seconds, regardless of Prisoner player count
- 1 Prisoner is required to pour 2 Fuel cans
- 2 Prisoners are required to pour 3 Fuel cans
- 3 Prisoners are required to pour 5 Fuel cans
- 4 Prisoners are required to pour 6 Fuel cans
- Objective markers are UI elements that appear when players approach an objective or interactive element in the Sea Fort:
- Updated artwork for various world markers
- The Ping Markers are UI tags that Prisoner players can place in the world to call out specific objectives, items or points of interest to other Prisoners:
- Ping Markers that Prisoners can place down now last on screen for 60 seconds where previously they only appeared for 10 seconds
Changes to Map Content
ADDITIONAL MONSTER VINES- Some extra Monster Vines have been added to improve Monster navigation and prevent some exploitable areas where Prisoners could be guaranteed to lose the Monster in a chase:
- Monster vine added to the Helipad between the two sets of pipe catwalks positioned around the outside of the Helipad Elevator block
- Monster vine added to the upper floor of the Stage 1 Morgue Building leading up to the rooftop area
Bugs fixed
CHARACTERS:- Fixed an issue that could break spectating at the end of the Malacosm locker kill cutscene
- Operations: Fixed issues where some of the Red / Green Power Cables in the upper floor were not connected correctly
- Updated rail collision in Tutorials to help prevent mannequins running away into the aether
- Fixed an issue that caused some bindings to be missing on signs in Tutorials
- Morgue: Fixed an issue where Brute and Malacosm couldn’t pass a chain fence
- Helipad: Moved a crate that appears during the ‘Move the Crane’ Mission that was partially blocking Monsters
- Powerplant: Fixed an issue with a vault window
- Fixed an issue that stopped the dynamic difficulty scaling of the Submarine Hoist and the Helicopter Refuel objectives
- Barracks: Fixed an issue where a power switch light wouldn’t turn on when the switch was pulled
- Fixed an issue where dead players would cause incorrect scaling of objectives between mission stages
- Fixed an issue where the button for the Cryo-Coffin puzzle in Vault could be interacted with repeatedly
- Fixed Font for “Connecting…” text so it will localise correctly
- Removed TXAA option from Graphics Settings as it caused visual artefacts
- Fixed a controller issue that caused the keybinds menu to snap to the top when attempting to rebind a control
Known Issues
CHARACTERS:- Occasionally all characters may briefly appear headless in various cut scenes
- If two or more Prisoners are killed in the same approximate location at the same time they will respawn at the same location and be clipping through one another
- Some Prisoners have a visible seam on the back of their head
- Monsters can occasionally snag for a second on the top of yellow stairs
- Examination planks not breaking, which only affects one internal puzzle where you have to break two planks of wood and weld to get to the switch.
- All players will shake violently when travelling in elevators and kills inside elevators tend to have significant camera clipping
- We are aware of some issues surrounding in-game audio. These are ongoing issues that we are working hard to fix.