Development Update (v.054)

* Fixes
	+ Fixed an issue with the relic room’s walls collision
	+ Increased the volume of proximity voice to make it easier to hear others
	+ Increased the brightness of the radar map’s tunnel outlines
	+ Fixed an issue with the VR player’s PDA audio
	+ Fixed an issue where PC players would see a tooltip when looking at a VR player’s PDA
	+ Corrected a note in the office study
	+ Fixed an issue where the inner tomb’s previous expedition note was always set to the current date instead of a random range in the recent past as intended
	+ Increased the Heka Amulet’s collider to help prevent terrain fall-through
	+ Fixed an issue with the out of bounds collision in dungeon environments
	+ Fixed an issue with boulder traps setting one another off if too close to one another
	+ Fixed a bug causing the Metallic phenomenon to occur half as often as intended
	+ Fixed an error occurring when a PC player changes VR only settings
	+ Potential fix for player appearance not getting updated when someone joins your room
	+ Fixed a bug where VR players could end up in the tomb instead of by the jeep when first starting a game
	+ Proximity voice chat was too low; volume increased by 50%
	+ Implemented extensive VR-related bug fixes that will make VR a lot more stable, including fixes with teleportation and continuous movement
* Changes
	+ Added a few additional descriptions in the Purchasing Shop for level 1 items to indicate what tools can detect which phenomena
	+ Added more time in Hard and Brutal difficulties for Mejai identification
	+ Night vision tablet’s vision range has been decreased per level
	+ When the inner tomb door time limit has been reached on normal difficulties and above, the entrance to the dungeon will now seal, matching the existing functionality that guessing the incorrect Mejai produces
* Added new VR settings that will allow players to:
	+ Change their controller’s grab type (hold or toggle) (Especially useful for Valve Index users)
	+ VR Turn Type (smooth or snap)
	+ Smooth Turn Speed (with a range 20-100)
* We’ve added additional risk vs reward motivators for players in several new ways:
	+ An XP multiplier has been added to reward higher XP per difficulty after a successful round to encourage bolder expeditions. This bonus is reflected on the Results screen when returning from a round
		- EASY: +0%
		- NORMAL: +5%
		- HARD: +10%
		- BRUTAL: +15%
	+ The value of gold scattered throughout the dungeons now increases per difficulty. For example, a run on brutal could prove a lot more lucrative than a run on easy, but it’s much riskier. At higher difficulties, you take more damage from everything and have a shorter timer before the Mejai manifests into its physical Khet form, locking the inner tomb.
	+ The spawn chances of lore pages and rare artifacts have slightly decreased. Larger maps yield a greater chance of collectibles spawning, but you will likely have to scavenge deeper into the ruins to find them all.
* Difficulty tweaks have been added for the Mejai’s Khet forms:
	+ Rathos’ speed has been buffed, increased per difficulty
	+ Dekan vision has been buffed, increased per difficulty
	+ Ouphris’ attack CD has been lowered per difficulty
	+ Ouphris’ movement speed has been increased per difficulty
	+ Ouphris’ vision range has been increased per difficulty