Changelist #46558
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[h3]INFO REGARDING PRIOR SAVES:[/h3]
Reminder: we’ve added a new public branch named ‘previous_game_version’ for War Mongrels, which allows you to play the last game version, pre-patched. If you want to continue the game from a saved game state, please switch over to that branch, finish your current chapter, switch back to the ‘default’ branch and continue the journey with the latest fixes.
How:
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[h3]Changelist #46558[/h3]
[h3]Global[/h3]
[h3]Chapter 1[/h3]
[h3]Chapter 2[/h3]
[h3]Chapter 4[/h3]
[h3]Chapter 5[/h3]
[h3]Chapter 6[/h3]
[h3]Chapter 8[/h3]
[h3]Chapter 9[/h3]
[h3]Chapter 10[/h3]
[h3]Chapter 11[/h3]
[h3]Chapter 12[/h3]
[h3]INFO REGARDING PRIOR SAVES:[/h3]
Reminder: we’ve added a new public branch named ‘previous_game_version’ for War Mongrels, which allows you to play the last game version, pre-patched. If you want to continue the game from a saved game state, please switch over to that branch, finish your current chapter, switch back to the ‘default’ branch and continue the journey with the latest fixes.
How:
- Select the game from your Steam game library (not the store page);
- Click with the right mouse button on War Mongrels and select ‘properties’;
- In the settings, move to the right side or down – depending on your Steam version: Properties -> Beta -> Select Beta version, and choose the desired version;
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[h3]Changelist #46558[/h3]
[h3]Global[/h3]
- Greta Gas skill time adjusted;
- Meshes of water fixed;
- The tooltip of the skill 'Heal' is now displayed properly;
- Fix the case when the carrier was killed during dead body dropping;
- A bunch of fixes to dogs' logic and behavior;
- A bunch of tweaks and fixes to the detection mechanics of enemies;
- Wirecutter animation fixed;
- Changed the method to compute rotate to point location to pass a door;
- Fixed the case where the cursor reload animation broke on the gamepad when we exited combat mode before the animation finished;
- Enemies now react properly after recovering from Joachim Baton's skill;
- Fixed the case when civilians and enemies could break their animation by sticking in cover animation;
- Changed bounds of truck envkill - so its mesh won't disappear so eagerly now;
- Searchlights will now detect players properly;
- Opening the in-game menu while being attached to mg42 in combat mode now does not pull you out from the mg42 attachment;
- On some occasions of other fixes we broke pissing visuals. It is fixed now! Now urine particles are visible and you can hear the sound;
- When triggering the cutscene while being in uniform and carrying the body disguise effect of the uniform didn’t come back properly - this is fixed now;
- Improved order mechanic via cursor - now it should be easier to place orders on moving targets;
- Credits updated.
[h3]Chapter 1[/h3]
- Fixed a potential soft block during the planning mode tutorial. Skipping cutscenes could lead to improperly setting up the position of heroes which could lead to issues with tutorial actions.
[h3]Chapter 2[/h3]
- Some changes in the collision of meshes.
[h3]Chapter 4[/h3]
- Lampposts no longer override the visibility blocking setting. There aren't any blank spots behind them anymore.
[h3]Chapter 5[/h3]
- You can't now open doors to cell block 2 before meeting with the Lead.
[h3]Chapter 6[/h3]
- Some changes in the collision of meshes;
- The firing squad will now reset their position properly after coming back to idle from an alarmed/combat state;
- Fixed the case where the player could get to the infinity ammo box before the second level part started;
- You can now kill the grieving party.
[h3]Chapter 8[/h3]
- Some changes in the collision of meshes.
[h3]Chapter 9[/h3]
- Some changes in the collision of meshes;
- Fixed rare cases when enemies could disappear after completing an objective;
- Fixed some duplicated civilian zones that could lead to Greta losing her civilian status.
[h3]Chapter 10[/h3]
- Some changes in the collision of meshes;
- Fixed the case when the guards won't react;
- Fixed positions of some chairs - so now soldiers can sit on them properly.
[h3]Chapter 11[/h3]
- Some changes in the collision of meshes;
- Added blocking volumes under the balcony to prevent dead bodies from falling through them.
[h3]Chapter 12[/h3]
- Some changes in the collision of meshes;
- Removed unnecessary vision-blocking volumes from the truck located near the entrance to Joachim. This way the player is no longer invisible while standing in the location where the truck was after gathering Lead;
- Fixed the collision around the gate after rescuing Lead.