Development Update (v.44.1)

Official Patch Notes

* Changes
	+ Tomb Variation Overhaul
		- The very first tomb variation, found in the Cursed Sand Ruins, Crypt of the Great Pyramid, and tutorial, has received a complete visual overhaul, introducing higher quality models, materials, and textures throughout. These changes graphically bring this tomb up to par with the quality found in the other tomb variations.
	+ Visual Upgrades
		- All ushabti puzzle room props, including button pedestals, Sons of Horus podiums, light ray stands, and more, have received unique designs to fit their corresponding tomb theme:
		- The death room walls have been replaced with cave-like meshes and materials to better match with the visuals seen during the river journey through the afterlife. Additionally, post-processing visual effects have been added for players while in the death room for a more "otherworldly" experience
		- The Oasis and Underground Palace tomb variations have received new sarcophagus designs
		- The gold found throughout the tombs, including the piles found within treasuries, has been updated to fit the Egyptian theme
	+ Dekan Improvements - Dekan's core behavior has been significantly improved to up the fun factor when dealing with him.
		- As before, when Dekan hears a sound, he will rush towards the source of the noise. However, if the sound stops, he will now travel to the last known position where the noise was made instead of tracking it to its new position.
		- Dekan will now retarget louder sounds even while in pursuit of a target
		- Handheld radios have been improved to draw more attention from Dekan compared to footsteps
		- Dekan's kill animation has been improved
		- Added foot and leg IK to Dekan to allow for more realistic angles as he travels across varying surfaces
		- Fixed an issue that erroneously allowed Dekan to hear flashlights being equipped from a player's inventory even if the flashlight was already turned on
		- Scaled Dekan's movement speed per difficulty setting
	+ Additional New Content
		- When reanimated mummies are burned during rituals, a new dispersion effect will occur instead of disappearing from thin air. This will also apply for player mummies when burned
		- Reanimated mummies may now randomly begin sprinting towards the player or ritual altar during certain rituals. The chance of this occurring increases per difficulty level
		- Logic has been added to ensure players respawning via the Blessing of Osiris will be far enough from the Mejai to avoid "spawn camp" kills due to unlucky timing
		- The current lobby region the player is connected to will now appear next to the room code when hosting a room
		- When players "escape" the lobby's character customization menu, the settings will now automatically apply without having to click the Apply button
		- Added further robustness to the reconnection logic, accounting for cases of disconnection during the loading of different scenes
		- Adjusted the held position of the metal detector so that the detection disc is closer to the player’s crosshair
		- Made the metal detector more sensitive when detecting spike traps
		- Added a barrel and past explorer note to the tomb variation #1 spike trap room that includes a hint for new players
		- Players can now disable the spikes in the tomb variation #1 spike trap room by activating a mechanism found on the other side
		- Lowered the volume of sounds the Mejai's spirit form makes when within close range
		- Removed the default "i" binding that shows/hides the inventory to prevent confusion for players unaware the bind exists. If desired, this can be rebound via the Controls menu
		- When VR players click the Controls menu in VR, they will now be brought directly to the VR controls instead of showing Keyboard/Gamepad/VR
		- Set the VR vignette effect option to off by default due to the double-lens issue. If desired, this can be set back on in the VR controls menu
		- Increased the chance for the Anubis statues to turn in the tomb variation #1 room
		- Added a depth of field effect for PC players when viewing the PDA journal
		- Slightly expanded and repositioned the relic socket position on the ritual altar
		- Added smooth colliders to the stairs in Nekhbet Chasm
		- Added a reverb zone to the quarry area of Nekhbet Chasm
		- Improved AI pathing in tomb variation #1
		- Updated the chalkboard menu messaging for players who opt in to the beta branch
		- Performance improvements and mesh LOD optimizations have been made across the board, including during the initial entrance into the tomb as well as during the afterlife journey / death room transition
* Fixes
	+ Fixed an issue in which the game would stutter significantly if a gamepad was plugged in and the player was trying to play using keyboard and mouse
	+ Fixed an issue that would cause players to remain stuck at a black screen at the end of a round without a means of returning to the lobby
	+ Fixed several issues with the relic behaving inconsistently when being placed in the jeep / relic altar
	+ Fixed an issue with the rotation of the "Protector of Thebes" relic when being placed in the jeep / relic altar
	+ Fixed an issue in which the Mejai spirit would ignore questions / commands from the Transmitter in tomb variation #1
	+ Fixed an issue in which placing the relic on the ritual altar and re-entering the room later re-enables the red placeholder mesh
	+ Fixed an issue with the relic not playing any sound effect when being placed in the jeep / relic altar
	+ Fixed an issue for VR players in which one hand is set in Toggle mode while the other is set in Hold mode after opening a door
	+ Fixed an issue in which Smooth Turn displays in the settings menu as default, despite the VR player spawning in with Snap Turn
	+ Fixed an issue in which players would not be repositioned when falling out of bounds in the lobby area
	+ Fixed several issues with environment lighting in the Dread Valley and Nekhbet Chasm maps
	+ Fixed an issue in which zealots would attempt to spawn in prior to the tomb opening
	+ Fixed an issue in which the reconnection routine had no time limit, causing disconnected players to remain stuck with the disconnected UI overlay
	+ Fixed an issue resulting in a desync between players related to Rathos' enraged state
	+ Fixed an issue in which guest VR players could not slow Talgor's movement through speech
	+ Fixed an issue in which live VR players could end up with a mummy player journal
	+ Fixed an issue in which mummy players could erroneously trigger the ritual portal from a floor above
	+ Fixed an issue in which dying from a snake attack during a ritual showed the incorrect death recap
	+ Fixed an issue in which players who died without gold would still spawn a pile of gold, worth 0g
	+ Fixed an issue in which the mummy journal would not stay linked to the player in VR
	+ Fixed an issue in which recovered documents would overlay one another when placed in the jeep's document tray
	+ Fixed an issue in which mummy UI would remain on in the death room
	+ Fixed an issue in which evil mummies could Shriek in the death room
	+ Fixed an issue that could occur when attempting to open the PDA journal while being killed by the Mejai
	+ Fixed an issue with player control for VR mummy players if the headset was removed while moving
	+ Fixed an issue in which treasury doors would poke through the map for tomb variation #3
	+ Fixed an issue in which AI could erroneously re-target a player after another player leaves the tomb
	+ Fixed an issue in which audio wall occlusion would remain on during Mejai kill animations
	+ Fixed an issue in which items in a player's belt could trigger certain traps
	+ Fixed an issue that caused the tomb variation #5 carpet to look like it was floating above the ground