Die Nightdive Studios haben Update 1.1 für Killing Time: Resurrected veröffentlicht. Die englischen Patchnotes lesen sich so:
New Features:
Added ability to switch between low- and hi-res weapons and actors independently
Added bindable crouch toggle input action
Added ability to burn enemies to cinders with fire attacks
Dead players will now respawn if the “fire” button is pressed
Added “Duncan Chase” mode – set the player’s name to “DUNCAN” at the beginning of a new game to activate
Improved appearance of title screen for non-English localizations
Separate settings are now available for linear filtering of sprites, world textures, and weapons
Health spheres now appear with an improved perspective and fade out when close to despawning
Improved localization
Increased frame rate of intro and ending videos to 24 FPS
Improved alpha channels of numerous ghost videos
Improved appearance of 3D skybox
More enemies now utilize 8-rotation death sprites
High-resolution chef now uses its original death sound effect
Fixed Issues:
Fixed issue where swinging doors could become stuck or the player could become stuck inside them
Fixed rare issue where the sky texture could appear incorrect or non-sky surfaces could render as sky
Fixed occasional issue of music not resuming after loading a saved game or stopping when ending a game and returning to the title screen or viewing the credits
Fixed some teleports causing player view or enemy positions to interpolate improperly
Fixed doors sometimes not rendering when dynamic lighting was disabled
Fixed issue where state of levels could carry across loading of saved games
Fixed issue where Duncan could spawn at the beginning of a new game
Optimized line-of-sight checking algorithm
Enhanced memory management for image resources
Fixed incorrect offsets for right side automap inventory background
Video subtitle spelling and grammar fixes
OG Ending video in Vault now plays back correctly
Duck quack animation speed more closely matches original version
Duncan is even more resistant to teleporting outside the valid area of levels
Outline around flamethrower sprites removed
A graphics caching hitch could occur when the “Set Head” enemy fired its projectile
Ankh and melee related achievements no longer count destroying Molotov cocktails for their unlock requirements
Fixed warped and see-through wall textures with mipmapping enabled
Fixed frame timing issue which could cause stuttering when vsync was enabled
Improved input accumulation handling for sub-60 FPS scenarios (low-spec hardware only)
Fixed lingering mouse cursor when using quicksave and quickload features
Fixed mouse speed calculation issue
Improved behavior of mouse sensitivity slider in menu
Editing: Sky textures specified in mapinfo.json are now fully respected
hud_scale console variable behavior corrected