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That "works" for AMD Cards as well...-.-
Some zombies are unkillable before their wakeup event (unless their head pops) like the one on the floor in the cage puzzle. Some zombies spawn after an event like the jail cells, if you open and go left side 2 zombies spawn that werent even there in the first place which is probably the same once you open the cells.
It is mentioned in both grenades description that using them to counterattack greatly decreases their effectiveness, most likely because it is shoved in their throat.
As for Mr. X teleporting around, it has been made to avoid having to load chunks of maps you aren’t exploring in order to reduce memory usage.
Atleast that’s what I think.
Pathfinding seems to bug out here and there. Even a dog in the garage started to walk against a car forever after it failed to chase me through the door.
Concerning enemy awareness after you dealt damage to them: it is normal cheap game scripting (idle state/aggressive state). Once you attack an enemy they have your location revealed to them at all time. Which means that even after you left the room and they turn away to return to their position, the moment you set foot into that room again they immediatly turn around to chase you again. Even though they did not have you in their visual field or hear you.
Design wise it is a simple approach of commitment. Leave them alone or spent recources to kill them.
I was trying to focus on gameplay bugs instead of technical bugs but thanks for the list tho!
This zombie spawning method disappoints me so much. They could have made the game harder by giving less ammo etc. instead of spamming zombies without thinking.
I was thinking about the same that it may be because of optimization but it feels so annoying that he was behind you 20 seconds ago and suddenly he is in front of you.