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Blood Trail News

Experimental Branch Hotfix - damage effects and menu fix

Changes
  • Improvements to bullet holes and stabbing effects on enemies.
  • Enemies now show bruising from blunt damage.
  • Shotgun damage impulse reduced.


Fixes
  • Settings menu drop down menus switched to buttons and sliders. Drop down menus were not working for some users before.

HAPPY BIRTHDAY BLOOD TRAIL!

[h3]2 years young today![/h3]

Thank you to all of our players who have been so supportive and helpful along the way. We have a lot more in store and can't wait to share what's next for Blood Trail.

  • A friendly reminder to check out the experimental branch for all the latest features (right click on the title in Steam > properties > betas, then select experimental from the drop down list!)


Keep your eyes peeled for another dev log coming soon from Doug, (we will start posting these here, too.) We're hard at work on another update coming up as well. Stay tuned!

Experimental branch hotfix - Raid building spawn points

Fixes
  • Fixed spawn points in Raid outpost which cause certain enemies to spawn on top of each other and/or become stuck inside walls.

Experimental Branch Hotfix - brightness/exposure fix

Fixes
  • Fixed deprecated graphics settings causing incorrect brightness for some users.
  • Fixed engine bug that prevented enemies from doing all of their physical reactions.


Changes
  • Added further exposure compensation controls. Press right and left arrow keys to raise and lower exposure.


Raid is back on the experimental branch!

Changes
  • Raid maps 1-3 now playable in experimental branch.
  • Enemy guns now light up surrounding area when firing.
  • Enemy bullets now make impact effects and sounds on the environment.
  • New bullet impact effects added.
  • Balanced enemy aiming at both long and short range.
  • "Stealth light" awareness logic for enemies in raid and parts of the upcoming story mode.
  • Disabled gore activation for 9mm (glock).
  • Reduced critical gore distance for .45 acp.
  • Decreased dead time for inserting a new mag after a spent mag has been ejected.
  • All difficulty levels other than "brutal" now have unlimited mags/shells in the fanny pack inventory.
  • Brutal difficulty gets no ammo regeneration, but the starting number of mags/shells for brutal mode has been increased.
  • Made watch text easier to see.
  • New text buttons for watch menu.


Fixes
  • Fixed glitch which caused severed limbs to move when enemies were in downed state.
  • Fixed bug where magazines ejected using the eject button could not be re-insterted.
  • Fixed bug where the bullets in an ejected magazine could become offset from the magazine itself.
  • Fixed audio bug where automatic gunfire reduced in volume with consecutive shots.


Hey everyone! Raid is back!

Levels 1-3 are available on the experimental branch. These maps have been updated with new layouts, new dynamic lighting, tons of performance optimizations and a new spawning system for the "trail" portion where enemies will stand guard and patrol along the path. giving a better sense of permanence and allowing for optional "stealth light"* action.

"Stealth light" movement is now possible. You will make noise that the enemies can hear if you walk full speed or fire any weapons. If you walk slowly and avoid being seen, you can sneak up on unaware enemies. Stealth gameplay will be expanded upon as we continue development.