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[Access this build from the releasebeta Branch on Steam] FIXED -Execution distance has been drastically reduced for enemies. It was unfair. -It was possible to get Ghoul to slam outside the edge of the stage, making it vanish from the fight. -(Maybe?) Some very few players had issues progressing through the third Contract mission. They were experiencing a unique error with the vampire burn death. I've made some attempts to stop that from occurring. -Destroying the electrical box in the third Residential stage before the cutscene hint ended would soft lock the exit door. -The writing for the first level of Ranged Dual Wield was misleading and cryptic. We cleaned it up, and also raised the maximum allowed weapon size for dual wielding at that level. -(Maybe?) On the rare chance an enemy gets caught under the floor of the haunted house stage, we've added a zone that should kill them off so no one gets stuck. -Bossman should appear in the correct spot behind his counter when required, and will sell you Hirelings again. -N51 Commandos place bombs on the doors of Hard Sell again. Prepare for a treat, those of you new to the game. TWEAKED -Vampires cannot auto-kill you when they bite you. -Once you begin your weapon pick-up animation, if you're interrupted by any state change, the item will go directly into your hands. Fair is fair! -Game modes identify themselves as Solo or Solo + Co-Op on the main menu now. -Second story Flashback tweaked to make it clear you do NOT proceed by going through the gate where the car emerges. -Health cabinets added to first Church & Jorge fight. -Playground: You can use the terminals if your hands are bound. TESTING: -A few players are getting stuck at the final door of Inner City. We've added fixes that clean up other stages and hope that applies here too. If not, there are now debugs in the Beta Branch that will help us determine exactly what is happening for these few players.
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