Keep Talking and Nobody Explodes

Keep Talking and Nobody Explodes

Microphone
Showing 1-10 of 10 entries
Update: 13 Apr @ 4:35am

Fix a bug that would render deaf spot 1 microphones unsolvable if there were an SND indicator on the bomb

Update: 11 Aug, 2023 @ 2:21am

Add additional logging to help detect fluke cnr bug

Update: 30 Dec, 2022 @ 6:46am

Added missing progress check on step 4 bullet point 3, which caused this bullet point to be marked completed straight away, causing a strike upon actually following the bullet point's instructions.

Update: 26 Aug, 2022 @ 1:01pm

Fixed a bug where the module would strike you for leaving the knob at 5 for too long despite the knob being set to 0 already.

Update: 4 Feb, 2020 @ 1:10pm

* Changed an ambiguous sentence in the manual.
* Added an appendix with some fun excerpts.
Reprinting the manual is not strictly required, as the rules haven't changed. However, if you'd like to keep your prints up to date for aesthetic reasons, then you must reprint the manual.

Update: 4 Feb, 2020 @ 7:45am

* TPP Support changes:
- * Added the ability to play an alternative sound if the TP host has the alarm set to autosnooze, but the player must work for it.

Update: 3 Feb, 2020 @ 5:15pm

* Fixed he LED not behaving correctly if the player somehow managed to get to step 4 before the lights come on at the start.
* TTP Support changes:
- * Sequential autosolving

Update: 3 Feb, 2020 @ 2:15pm

Fixed a critical error that would occur when the player uses customized sound mods. The module is now compatible with those mods.

Update: 1 Feb, 2020 @ 6:34pm

Shipped this with the game effects player by accident. Removed it (for real this time) :p

Update: 1 Feb, 2020 @ 3:21pm

Initial release