Patch Notes

This page lists all the changes going on between various versions of the mod.

Version 1.87f

 * Fixed a critical oversight in the MCM scripting that would cause certain scripts to not work if you don't have the newest versions of JIP LN NVSE Plugin.
 * Fixed an oversight that made it impossible to pick Silent Running or Friend Of The Night perks during level up.
 * Prevented debug objects from being visible in JIP Minimap.
 * Other minor fixes.

Version 1.87e

 * Added MCM support. All options that could be accessed through the terminal in the main room can now also be accessed through the Mod Configuration Menu (just some will need to be unlocked first if you haven't yet finished the quest). All credit for the menu's scripting goes to DoctaSax, who took my crummy attempts at making the MCM menu and then optimized the hell out of them.
 * Added an option to disable autosaves within the Arena (MCM only), if you feel like challenging yourself.
 * Added support for the JIP Minimap mod, in that now the minimap should be able to display terminal alerts. Unfortunately, at the time of me writing this, the minimap doesn't yet support showing the robots (though this may change when JIP Minimap gets updated).
 * Added an extra something to the Reward Room.
 * Redone some of the item icons for better quality.
 * The chemistry set in the Vault's entrance is now more precise in telling you how much time is left before it can be used again.
 * Did some tweaks to how the mod handles the second elevator cutscene being disabled through the Emergency Settings.
 * Other minor fixes.
 * Added a teeny tiny extra easter egg in an out of the way spot. Can you find it?

Version 1.87d

 * Added an error message for if you try to enter the Arena after 11:00 PM but before midnight, since the Time Skipper doesn't work in that circumstance (and I wasn't able to actually fix that issue).
 * Fixed the lights at the Arena's exit potentially being turned off (when they shouldn't be) if the elevator cutscenes are disabled right at the start of the quest.
 * Fixed a rare bug where the Vault gear door could display the incorrect messages for closing and opening if the animation failed to load.
 * Fixed a certain issue pointed out to me by Kyo21943.

Version 1.87c

 * Added a new room, in which you can test out the 3 different types of door buttons. It's accessed the same way as the Introduction Room.
 * Added a few extra door buttons to the Arena.
 * Did some changes to ensure that a certain joke at the end of the quest is not lost on the player.
 * Added workbenches to the entrance area, so that the Vault works better as the player's home.
 * A wearable Vault 5 jumpsuit is now available in the dresser.
 * Changed the switches and doors in the Introduction Room to be actually animated, instead of having their animations simulated through scripts. Also did some other minor tweaks to the Introduction Room.
 * Made a better quality model and textures for a certain hidden item.
 * Added a little something to the hidden area.
 * Added an Emergency Anti-Bug Option for disabling the equipment removal, since apparently this is one of the possible reasons that some people are experiencing crashes.
 * Made sure that the mod will warn you if you're using an outdated version of JIP (since doing so can break things in the mod).
 * Made sure that if you use the centered 3rd person camera option and then load a save made outside the Vault, then the camera view will be properly reset.
 * Made sure that the game will recognize if you attempt to beat the hidden challenge before you are normally expected to.
 * Prevented a potential bug where if another mod had a dialogue greeting with a higher priority than the ones in this mod, then it would make using the intercom impossible.
 * Other minor fixes.

Version 1.87b

 * Now the equipment you wore and the hotkeys you had before entering the Arena will be properly restored/re-equipped upon leaving the Arena.
 * The wires of the door buttons will now light up when the buttons are pressed, to better indicate which door was closed and how the buttons are connected to it.
 * Added a few extra lights and door buttons to the Arena.
 * Added glowing symbols to Miss Cheeky and Mr. Bun-Bun to make it easier to tell them apart (primarily done with color-blind people in mind).
 * Improved the overall visibility of the glowing elements of the doors, as well as the numbers on the Vault jumpsuit's belt.
 * The Arena is meant to kill you if you reach 1000 rads, so I made sure that it will still kill you even if you use a mod that increases that limit or makes final radiation stage non-lethal.
 * Did some small tweaks to make the first time playing Night 5 a bit more intense.
 * Seeing how apparently there are multiple people who, for one reason or another, are having their game crash during at least one of the elevator sequences, I now added special Emergency Anti-Bug Settings to the terminal's Options. They are meant to circumvent bugs like this if no other solution is found.
 * To prevent a potential random death at the start of Night 5, I made it so that the Hardcore Mode is temporarily turned off when you enter. Keep that in mind in case you're hunting for the related achievement.
 * Made sure that the third robot always uses their running speed, since on less powerful computers, he could potentially move even slower than intended.
 * Fixed Miss Cheeky not responding to some of the Arena's doors if they're closed while she wants to go through them, as well as some other door-related oversights with her.
 * Made sure that the reward is affected by one of the Project Nevada's features (if you do use Project Nevada).
 * Made sure that no robot will drop any items upon their death, in case you're using the Quickloot mod. This was especially important for the third robot, since he was previously carrying an item that you were NOT supposed to acquire under any circumstances.
 * The previously implemented tweak for the door buttons (the one that forces them to respond even if you're not perfectly aiming at their collision) will now work with Xbox gamepads as well. (Requires JIP NVSE Plugin version 49 or newer.)
 * Made sure that one of the secrets can be operated with a gamepad. (Requires JIP NVSE Plugin version 49 or newer.)
 * Other minor fixes.

Version 1.87a

 * The Vault jumpsuit is now equipped with a visible clock, rad counter, and an alert counter, all of which update in real time.
 * Fixed a potential random crash while in the Arena. Unfortunately, the side effect is that the third robot no longer exhibits the fleeing behaviour and instead just straight up teleports.
 * The anti-crash thing previously wasn't implemented correctly and prevented the death counter from working as intended. It's fixed now.
 * The "Times Pip-Boy Was Used" stat previously wasn't keeping track of this correctly, and was counting down not just the Pip-Boy, but also some instances of you opening some other type of menu. It's fixed now.
 * The inside of the elevator is now going to be shown when you first enter the Arena at the start of the quest.
 * Pressing right mouse button in Pip-Boy menus while in the Arena will no longer cause anything to happen, including that annoying "place marker" pop-up. (NVSE-only)
 * Did the few last tweaks to the meshes & textures of some objects.
 * Other minor fixes.

Version 1.87

 * Added a special secret on the occasion of the mod's one year anniversary. Can you find it?
 * Added an option to show where the third and fourth robots are currently going, by highlighting the spot they intend to reach.
 * Added small screens on top of the terminals, which will display the countdowns of the alerts (in addition to the messages).
 * The Arena's terminals now have a bit more unique models.
 * You no longer have to use the Time Skipper to skip time; using the elevator door will give you the same option.
 * The options terminal can now be opened from any spot in the Arena by pressing H (NVSE only).
 * If automatic saves upon leaving the Arena are enabled, their thumbnails will now show how far you are into the quest.
 * Tweaked the behavior of the third and fourth robot to possibly prevent them from causing unwinnable scenarios during the Ghost Challenge.
 * It would seem that due to Cheeky & Bun-Bun now waiting a fixed amount of time before moving to the next position, occasionally you could see them both trying to stand at the exact same spot (in places where their paths intersect). This is fixed now.
 * Prevented the situations where you can see the robots inexplicably vanishing or appearing out of thin air.
 * Added one extra door button, and also fixed one button that was difficult to press in 3rd person.
 * The terminal closest to the windows now has its alcove shortened.
 * Cheeky & Bun-Bun now subtly glow in the dark, to make it easier to distinguish them from one another.
 * In the event that the game crashes while you're trying to beat the hidden challenge, the game will now be merciful enough to not forfeit the challenge if you load an autosave.
 * Other minor fixes.
 * You can now poke the robots and they will make a sound. ;)

Version 1.86

 * To my utmost surprise, apparently the game considers using an Xbox 360 controller as playing on an actual Xbox 360. This was a serious problem because I was using the "IsXbox" function to block out things you are NOT supposed to see in-game. This has been fixed up now...
 * Added better support for playing with an Xbox controller.
 * Fixed a potential crash/freeze upon entering Night 5 for the first time.
 * Apparently, it sometimes wasn't clear what kills you if you happened to die from radiation poisoning while already being on the brink of death from radiation. An appropriate message will now appear to clear this up.
 * If you change something in the terminal's Options and then die, the mod will now remember what you changed (NVSE only).
 * Previously, the amount of time that Cheeky & Bun-Bun would wait before moving to the next position was a random value between 2 and 5 seconds. It's been changed now to a fixed value.
 * It seems that in some very specific circumstances, the radiation would not stop if the night ended while you were still being irradiated. It's fixed now.
 * You can now disable the announcer in the Introduction Room, if you so desire (he'll come back the next time you enter the Introduction Room).
 * Apparently, for some people the doors in the Introduction Room were opening/closing slower than intended. They have been sped up to possibly fix this issue.
 * Slightly sped up the Overseer's messages, since it occurred to me that they drag on a little too long.
 * Slightly tweaked the thing that helps with correctly pressing the door buttons (NVSE only, does not apply to Xbox controllers).
 * Improved the appearance of various objects.
 * Other minor fixes.

Version 1.85

 * Finally found a way to permanently prevent the occasional problems where the player is aiming the crosshair at a door button in 3rd person, yet the game doesn't register it as them aiming it at the button's collision. The fix is NVSE-only, unfortunately.
 * Gave a bigger collision to the buttons closest to the doors' frames, to make it easier to press them.
 * On occasion, closing a door on Cheeky or Bun-Bun would not work, mostly if you did that after they've already started to move towards the next position. This is fixed now.
 * The arrow that appears if you die during the Ghost Challenge will now appear every time. Previously it was scripted to not appear if the robot is standing in front of you, but clearly, this wasn't working as well as I thought it would.
 * Other minor fixes.

Version 1.84

 * Fixed some issues with the reward.
 * Fixed the terminal screens potentially being red or NOT red at incorrect moments.
 * Made sure that if you quicksave while there's an alert going on, this will not cause the countdown to be desynchronized with the messages.
 * Other minor fixes.

Version 1.83

 * An emergency fix. Apparently, a change I made at the last minute in the version 1.82 resulted in a serious problem with the time passage after any night is beaten. This is fixed now.
 * Other minor fixes.

Version 1.82

 * Now each door will have screens over it, showing the ongoing countdown before the door reopens.
 * I FINALLY found a permanent solution for the AI bug.
 * I FINALLY found a way to make the relevant robots glow. (NVSE-only, unfortunately.)
 * There is now an option to enable an altered 3rd person view, which will bring the crosshair closer to your character's head and make it easier to see stuff on your left. NVSE only. May be incompatible with mods that also tinker with the camera in the 3rd person view. Note that if the option is on, the camera will revert to its default state when you go outside of the Vault.
 * The third robot will now look appropriately "dead" upon the end of the night. Technically the first two will as well, but it's much harder to notice.
 * Improved the appearance of the blue holograms a little and prevented them from being able to face you.
 * The game will now use something called "grace period": whenever you die, you will become invisible to the robots for a few seconds after the game is loaded. This was done to potentially prevent hopeless situations, such as a robot coming from around a corner right after the game was autosaved (which could be a real show-stopper during the Ghost Challenge). NVSE-only, unfortunately.
 * Apparently, the cutscene could still break due to me not including failsafe checks in certain places. It's fixed now.
 * Made sure that no more oddities will occur if you play the mod from the start with the Ghost Challenge on.
 * Other minor fixes.

Version 1.81

 * Added some more "around the corner" arrow buttons. Also, fixed that one arrow button that was colliding with the easter egg (thanks, RuneZ!).
 * Closing many doors at once will now stack the incoming radiation, instead of keeping it at the exact same level no matter how many doors are closed. I doesn't seem to particularly affect the difficulty though, unless you're extremely reckless with how many doors you close.
 * From now on, if you get killed by a robot you didn't see during the Ghost Challenge, an arrow will appear pointing towards their position, to make it clearer where they came from. Can be turned off via the Ghost Challenge's submenu. (Note: Probably not compatible with the Enhanced Camera mod .)
 * Widened the collision of the Time Skipper, same way I did with the arrow buttons.
 * The red screens on terminals will now be synced with their beeping sounds; I don't know why I never bothered to fix that. Also, I added a different sound that plays right before the countdown runs out, as a warning.
 * If you have NVSE on, the terminals inside the Vault will display their text faster, without the need for the Faster Terminals mod.
 * It occurred to me that the tutorial does not provide an explanation on what is your task in the Arena and what is its general premise, so I added two more lines to the first room that hopefully explain this.
 * Prevented the "Wait with changing the TimeScale until you hear the siren" message from occasionally appearing right when you enter the Arena.
 * Included a hacky solution for the issue with the Ghost Challenge's last reward. NVSE only, unfortunately.
 * Fixed the strange issue where you could potentially be tracking a robot who's NOT going to be present during the night. No idea how could this even happen, but apparently it was possible somehow...
 * Apparently, sometimes the flag for checking whether the player have died would not be cleared up properly if you were using the God Mode, thus potentially causing some issues. This is fixed now.
 * Using the console, the player can increase the value of TimeScale so high that a night can be over before the fifth robot can even come out; apparently, doing so could cause some... very freaky shit to happen. It's fixed now.

Version 1.80

 * Increased the size of the arrow buttons, massively widened their collision, and made it so that they now light up when you use them. Also added a few extra arrow buttons, to make it easier to play the Ghost Challenge without using the 1st person view.
 * The fourth robot finally has a unique model.
 * Made sure that during the Ghost Challenge, the robots WILL make a sound upon seeing you, to better indicate who killed you.
 * I don't know how I managed to miss it all this time, but either way, I fixed the issue of the third and fourth robot trying to once again get to the same spot after you close a door on them, and potentially approach you twice in a row.
 * Cheeky & Bun-Bun will now wait less time before moving from position to position. There's still a chance of them waiting full 5 seconds, but it's now less likely to occur.
 * Fixed the lighting issues on some of the models. Solution to the problem courtesy of //Macintroll//.
 * Fixed the broken "Options" text underneath the terminal next to the exit.
 * Finally found a way to fix the issue of blood splatters appearing in the air if you get killed in the middle of a doorway.
 * The Vault door now closes and opens faster.
 * Finally figured out how to add the hat and the bowtie to the Freddy plush, with the help of Richard Spencer and Justin/Hopper31.
 * Updated the easter egg to give you a pop-up pointing you towards the Introduction Room if everything else is done.
 * General tweaks to various messages.
 * Now it is largely impossible to enter the Reward Room prematurely by using cheats. Feel free to try, though. (I prepared something special if you try to be clever about it.)

Version 1.78

 * The tutorial's Section Skippers are now animated.
 * Due to an oversight, skipping the tutorial's challenge would cause one of the doors to be incorrectly open upon revisiting the tutorial. I took the time to add enough checks to ensure that nothing can conceivably break anymore (unless you'll use cheats in some spectacularly destructive way).
 * The previously unused door at the end of the tutorial's challenge will now open properly.
 * Added a few additional signs to the tutorial to make the Local Map thing a little more apparent.
 * Added an option to skip also the dialogue at the start of the tutorial's challenge.
 * Prevented the problem where bringing up any menu during the tutorial would delay the announcer's dialogue. (Doesn't cover you minimizing the game's window, though...)
 * Added a confirmation pop-up to closing/opening the Vault door.
 * Other minor fixes.

Version 1.77

 * Added an option to skip individual sections of the tutorial.
 * I finally figured out some partial fix for the issue of a terminal alert countdown becoming desynchronized if another message gets in the way. Now the mod will be able to handle the "Your Radiation level has increased" messages and the ones related to autosaving and the easter egg... but unfortunately not any other ones.
 * Expanded the easter egg to cover the Introduction Room as well.
 * I forgot to remove some of the objects when I shortened the last challenge of the tutorial...
 * Lowered the volume of (and in some cases outright removed) some of the breathing in the Overseer's messages.
 * Prevented the transcript screen from being accessible before the player receives the first message.
 * Fixed some mistakes within the transcripts.
 * Fixed a really stupid typo...
 * Other minor fixes.

Version 1.76

 * I forgot to clear up the DisablePlayerControls command upon the end of the tutorial, which was preventing the player from using their weapons. It's fixed now.
 * Shortened the last challenge of the tutorial by 25%, so that it can be beaten even with the vanilla speed and with a power armor equipped.
 * Other minor tweaks to the tutorial.

Version 1.75

 * The mod now has a tutorial. It's available from the terminal in the office.
 * As you know, there is a bug where, if you load a save made outside the Arena after having entered the Arena during the same game session, the AI of the robots will break. Since I don't think there's any way to fix this, I decided to add a check that will detect this kind of scenario and display a warning to make you aware of this, with info on how to fix it. This check requires NVSE though, unfortunately.
 * Expanded the Mercy Mode, now allowing you to set it to different intensity levels (still NVSE only).
 * Previously, Mercy Mode wouldn't affect the first hour, unless you saved after the siren went off. This is fixed now.
 * The mod will now make a hard save every time you come out of the Arena, with an option to disable it.
 * If you die, the game will now wait only 2 seconds instead of 5 to load the autosave, without the need of any optional files. This will only happen while in the Arena, nowhere else. NVSE only.
 * If you're playing for the first time and keep dying a lot, the game will now actually ask you if you want to turn on the Slow Mo option (the pop-up will only appear with NVSE on).
 * From now on, when you're playing Night 1 for the first time, the first hour will be completely devoid of terminal alerts.
 * The quest is now added to the player's journal as soon as the Vault is entered.
 * Modified the message that gets displayed if you turn off the Ghost Challenge while in the Arena.
 * If you attempt to stand in front of a robot with the God Mode on during the Ghost Challenge, you will no longer end up in a constant wave of neverending explosions.
 * Edited the easter egg to have a bit more, er, satisfying effect.

Version 1.74

 * Further minor tweaks to the teleportation thing...
 * When you use the intercom screen for the first time, it will now inform you of its purpose and ask you if you want to use the intercom instead.
 * Altered the way Mercy Mode is being handled.
 * Added a slight explanation on what the Mercy Mode does, displayed upon turning it on and off.
 * Fixed a rather embarrassing typo.
 * Fixed the placement of one of the decorations. I don't know how I managed to miss it for so long.
 * Time Skipper now clears up all of the Hardcore Mode stats upon use. Also, prevented the Time Skipper from potentially killing you if you use Hardcore Mode with a low TimeScale value.
 * Fixed a rather silly oversight regarding the terminal menus.

Version 1.73

 * Added a new, optional door, which can be turned on via the terminal.
 * Added invisible non-collidable barriers that should hopefully prevent the issue of accidentally pressing the wrong door button while in the third person view.
 * Now you can quickly get to 10:00 PM using the Time Skipper in the office.
 * Added a text underneath the options terminal, since I've noticed that people tend to miss it or maybe to forget about it.
 * Tweaked a little detail about the easter egg.
 * Tweaked the mercy thing, and added an option in the terminals to turn it on and off. (Still NVSE-only)
 * Blocked a possible exploit allowing the player to beat the Ghost Challenge effortlessly.

Version 1.72

 * Tweaked the way the 50% higher speed thing is handled.
 * Added some general tips to the Ghost Challenge.
 * Minor tweaks to hints & tips.
 * Fixed an oversight regarding the patrol map.
 * The hidden map will now be added to your PipBoy once you view it in the terminal in the office.
 * Added a certain mechanic that hopefully should make the mod more merciful (NVSE only).
 * The Ghost Challenge can now be turned off from inside the Arena (but cannot be turned back on).
 * Tweaked the victory themes some more, since there was still a chance of them repeating if there were some serious framerate drops.
 * Added an explanation on what the screen underneath the intercom is supposed to be, since it might have been confusing.

Version 1.71

 * An oversight regarding the victory themes caused them to potentially repeat if you at any point accessed any kind of menu (PipBoy, pause menu, messages, etc.). This is fixed now.
 * Tweaked some of the announcer messages.
 * Improved the "NEW!" notifications in terminals.
 * One of the voice files was previously missing.

Version 1.7

 * Added a new optional challenge, available at the terminal in the office.
 * Added new buttons that allow you to close doors from around the corner; they prove invaluable during the aforementioned challenge. However, there's an option to remove them if you don't like them.
 * Completely reworked the way the intercom messages are handled; now they are completely skippable, and aside of one specific instance, you are never forced to interact with the intercom at all.
 * The first three messages from the Overseer have been completely rewritten and rerecorded.
 * I don't know why this is still an issue for some people, but apparently, there was still a problem with the intercom conversation not firing off as intended, or some other sequences mysteriously failing. This has been HOPEFULLY fixed now... not by preventing this from happening altogether, but by just letting the quest continue even if a sequence fails for some reason. In general, I included a failsafe for hopefully every sequence in the mod; if something does go wrong, then you will simply need to wait for a while and the quest will forcibly progress anyway, with you receiving a message about it. Unless something goes wrong in a script, in which case fuck my life.
 * Completely reworked the Quick Tips to hopefully make them more concise and easier to understand.
 * Rearranged the Hints & Tips to make them a bit more accessible.
 * I FINALLY found a solution for the broken light switch.
 * The victory themes will now stop playing if you leave the Arena before they can finish.
 * Compass markers of the terminals will be red now.
 * Now every time you beat a night, you will receive a short overview of how well you did during the night.
 * Added a new stat: how many times you used the PipBoy during the night. You will do this a lot during the new challenge, trust me.
 * Added two extra features that will become available if you have NVSE: one is that the game will now keep track of how many times you died in the Arena (in the form of an additional stat). The other is that now you are able to turn off a terminal alert by pressing E instead of clicking the related option. Don't worry, you don't need NVSE to play the mod.
 * When you first start Night 1, you are now given an option to turn off the help messages, if you're so inclined. But don't complain if you'll later not know what you're doing...
 * The speed boost you get while running will now be lower if you are sneaking. I don't know how I missed that.
 * Altered Night 3 to make it more unique.
 * Various minor tweaks to the robots' behavior.
 * The announcer's messages are finally subtitled.
 * Hardcore Mode's hunger is now cleared also by the oven, not just the fridge.
 * Added a little something for those people who try to look for stuff in Items > Misc instead of Data > Misc...
 * Slightly tweaked the ending, so that the last quest objective doesn't permanently stay uncompleted in your PipBoy despite successfully completing the quest.
 * Minor tweaks to the office.
 * The Vault door can now be repaired and used. For no real reason, just flavor.
 * Added an easter egg for when you beat all the nights.
 * The terminals can no longer be used if they aren't currently sounding an alert.
 * Fixed a rather stupid oversight regarding the terminal behind the exit.
 * The terminals now open faster.
 * The slow mo option will no longer affect the PipBoy.

Version 1.6

 * I think I FINALLY found a solution for the lights glitch. Note that this fix will only trigger when you are entering Night 5 for the first time.
 * Added a new option that, when turned on, will slow down time whenever you're being under attack by a robot. You should have you more time to react that way.
 * Added a new terminal next to the Arena's exit. From it, you can access options, tips and the like.
 * Added a new something to that one option that gets unlocked after you win all 6 stars. Also, the option itself is now moved to the terminal's main menu.
 * Did a few additional attempts to prevent the teleporting robots from randomly teleporting to a position that is very unlucky for you.
 * Night 5 should be a bit easier now (hopefully).
 * Something I never really realized was that the Arena was calibrated for a player who's moving 50% faster than in vanilla... since this is the setting I've always been using. From now on, anyone who uses a lower setting will have their character's speed forcibly increased while in the Arena (with an option to turn it off). Please let me know if this causes any speed-related issues.
 * Considerably tweaked the fifth robot's behaviour to make him a bit more predictable and more manageable.
 * The doors should close much faster now. Be wary though, as they open faster too... In order to prevent this from becoming an issue, I included a beeping sound to warn you when the door is going to reopen.
 * The two terminals in the leftmost side of the map now use separate warning signs.
 * Further tweaks to the third robot's tendency to disappear on your very eyes, or to teleport somewhere near you after you close a door on him. I also tried to fix the occasional situations where he wants to go one way, but another robot forces him to go the other way; it may still happen sometimes, but less frequently.
 * Apparently, if the game autosaved while you were close to a robot, there was a chance that the next time you die, you could end up in a perpetual loop of death where the robot keeps noticing you and killing you on the spot. This has been mostly fixed by forcing the game to wait with saving until you are at least some distance away from any robots. Note that this is NOT foolproof, so it's recommended to make use of quicksaves just in case.
 * I noticed that it was very easy for new players to forget about equipping the tracking devices (especially since, if they kept dying without reaching the first hour, the devices likely had to be reequipped after each death). The game now automatically equips the device for the newest robot when you first start each night.
 * Some further fixes to the help messages.
 * Now you can actually get the patrol routes map on your PipBoy, after you unlock it.
 * It always bugged me how low-res those posters in the office were, so I decided to fix them.
 * The siren sound is a bit quieter now.
 * It was possible, albeit difficult, to fall out of the level's bounds by running against a wall in one of the corridors' corners. Fixed.
 * I never noticed that the "5" on the jumpsuit's neck piece was reversed, with "101" showing through under it. Fixed.
 * The light switch in the office lacked mip-maps, causing the texture to go nuts if the texture quality was set to anything lower than High. Fixed.
 * Before now, the various icons would get blurry if the texture quality was set to anything lower than High. Fixed.
 * Widened the windows in the Arena, as in the ones through which you can see the robots' stassis pods. Previously it was a little hard to see through them.
 * Fixed the fourth robot looking seemingly headless while in their stassis pod.

Version 1.5

 * Due to Obsidian's bizarre oversight, the entrance to the Vault 5 (i.e. the wooden support beams) lacked any collision. This is fixed now.
 * I did not take into account that someone could attempt to playthrough the mod with TGM on. This is fixed now.
 * Made some further fixes to the help messages. It HOPEFULLY clears up any remaining potential miscommunications.
 * I don't know if this was just a one-time thing or not, but apparently there was a chance of the robots not dropping dead if the clock reached 6 AM while you were close to them. This is fixed now.
 * Further improved the tracking system in that it will now remember the robot you last tracked even after playing a night in which the robot does not appear.

Version 1.4

 * Tweaked a minor naming oversight in one of the tracking devices.
 * Fixed a weird mistake in the navmesh, which was causing the robots to never go through a certain door, even if it was open.
 * Added a few more stop points for the fifth robot and tweaked his detection of the existing ones, so that he doesn't skip them.
 * Added an option to change the victory theme to something shorter or to turn it off altogether.
 * When you enter the Arena, the game will now automatically reequip the tracking device you last used during the previous night (unless the corresponding robot is not present).
 * Altered the way Cheeky and Bun-Bun react to getting in the way of the fifth robot. Previously, there was a chance of their AI breaking for the rest of the night if that happened.

Version 1.3

 * Added a new gameplay mechanic: now you are able to track the robots' position, one robot at a time. To do so, use the special items that are added to your inventory when you enter the Arena. NOTE: It may not function correctly if you have many followers waiting outside the Arena.
 * Added a new unlockable option for when you win all 6 stars.
 * The XP rewards now scale up with the player's level.
 * Before now, whenever you left the Arena, you ended up being naked. This is fixed now.
 * The issue where you are redirected to the intercom but no conversation starts should be fixed now. I hope...
 * Added several additional messages here and there that explain certain gameplay mechanics and/or inform you about something you might have otherwise missed. They only appear once, so you aren't going to be bothered by them every single time.
 * The third robot should no longer be able to disappear on your very eyes if another robot gets in his way. Well, with one exception...
 * On rare occasions, it was possible to end up in a situation where Cheeky or Bun-Bun is right in front of you and is "chasing" you, but you are perfectly fine and you won't die until you move. This is fixed now.
 * In the Arena's Hints & Tips, I forgot to mention the sounds of the third and the fourth robot. This is fixed now.
 * The Arena will now take the Hardcore Mode into account.
 * Fixed a possible exploit where you could click the "Turn off the alert" option infinitely, allowing you to bring your rads count down to zero with no effort.
 * If the previous night was ended with a terminal alert still being on, the next night would have a terminal immediately start an alert the moment you hear the siren. This is fixed now.

Version 1.2

 * Minor fixes to some scripts.
 * Minor fixes to the Arena's navmesh, so that Cheeky and Bun-Bun's eyes don't clip through walls when they cut corners.
 * It's no longer possible to draw weapons (in this case fists) in the Arena.
 * Fixed a certain issue with the reward.

Version 1.1

 * Due to an oversight, the Doors Closed stat wasn't being kept track of correctly. This has been fixed.
 * Added a selection of quick tips for those who decided not to read the terminal or to watch the gameplay video. These tips will be automatically added to your PipBoy shortly after entering the Arena for the first time.

Version 1.0

 * Initial release.