v1.1.2 | Suck it, Zombies!
// V1.1.2 Released
Includes fixes for enemy collisions, further initial input failures, and ghost particle effects.
// Changelog -- v1.1.2 - BUG FIXES + ENEMY BEHAVIOUR :
**[FIX]** All `FileAccess` handles in `GameManager` now explicitly closed after read/write operations; unclosed handles were causing save data corruption on Android after multiple sessions, manifesting as initials input failing after 2-3 uses
**[FIX]** Spawn puff particle effect now freed on enemy death; previously the effect would play at the spawn position even after the enemy had already been killed, creating ghost puffs when the camera reached that area
**[FIX]** `nav_agent.avoidance_enabled = false` was hardcoded in `basic_enemy._ready()`, silently overriding all NavigationAgent2D avoidance settings set in the editor
**[FIX]** Enemy `CharacterBody2D` rotation is now locked, preventing the physics engine from spinning enemies during collision resolution
**[FIX]** Stationary enemies are position-locked after `move_and_slide` so they cannot be launched by a moving enemy walking into them
**[FIX]** Enemies now slow and hard-stop before their collision shapes can touch; approach-only movement is throttled while movement away from other enemies remains unrestricted, allowing enemies to disperse freely when chasing a player
// Our Second Try :
I can now apply for production once more. Wish me luck!
// Next build :
I will continue work on the Es version, and plan to release it next.
Any further game-breaking issues will take priority as-reported.
I feel like I'm having Deja vu...
-Tim
Bugs@SuckItZombies.com
^-----Report-a-Bug-----^
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