Read the original on Steam ↗I'd like to start off by apologizing for the bug I accidentally introduced last update that caused some of the remaining enemies to not be counted as dead. I didn't catch it during my testing and truth be told, I couldn't reproduce it deliberately either. I made my best educated guesses as to what the cause might be and hopefully that has been enough to fix it. If not, I added some safeguards that will force kill any remaining enemies, thus allowing you to complete the mission and preventing soft locks.
Thanks for hanging in there!
I'm gonna try to improve the chopping behavior next so stronger hits wouldn't bounce off, right now it's kind of a crapshoot.
Changelog:
[Features]
Added overlay icons to the last remaining enemies if no kills have been detected for 30 seconds
Added a failsafe switch that starts killing remaining enemies if no kills have been recorded for an extended duration
[Fixes]
Fixed enemies not spawning in missions in some cases
Enemy grabbing behavior improved, they shouldn't be grabbing air any longer
Fixed SSAO not working
Fixed loading bar not rendering on top of everything else
Fixed zombie voices being about twice as loud as the regular enemy voices
[Modding]
Improved the material conversion process of mods for slightly nicer looking/less washed out materials
Specular maps now work for modded materials (metallic is still preferred and more physically accurate)
Custom shaders can be used if you import the OpenXR plugin into the mod project before creating the mod asset bundles