Patch Notes v0.1.223
General
Weapon: Undertaker
AI: Huntsmen
AI: Wounded Goatman
Area: Coastal Fishery
Area: Coastal Caves
Area: Coastal Lighthouse
Area: Slaughtered Goat Tavern
Bug Fixes
- Added option 'Allow Quicksave' to gameplay options to enable quicksaves on any difficulty
- Added option 'Developer Console' to enable developer console
- Added option 'Light Flares' to toggle light flares
- Added manual save menu list to phonograph (hold interact)
- Added action log message for autosaves, pickups and readables
- Physics objects can now do damage when dropped onto AI
- Button pressers and valves can now be physics carried or inventory dragged into slots (in addition to interacting with the slot)
- Added destructible wall spots (notated with a crack)
- Various improvements to AI reaction and task handling
- Reduced the damage of fire to environmental physics objects to make it more viable to carry and burn other objects with them
- Reduced the spread delay of environmental fire objects to 0.5 seconds (from 0.75 seconds)
- Tweaked how fire spreads among AI to make fire a bit more in-line with other options
- Adjusted pickup balance of Undertaker rounds and added Choke Bolt rounds to each area
- Doors will now collapse into burnt debris pieces when destroyed with fire
- Added settings .ini option 'ActionLog' to adjust action log presence
- Added settings .ini option 'ShadowProjectors' to adjust shadow projector culling distance
- Added more options for lightmap resolution
- Various performance improvements
Weapon: Undertaker
- Added new ammo type: Choke Bolt
+ Douses all sources of fire
+ Causes enemies to cough/daze briefly
+ Flinches enemies in mid-attack swing or who are enraged - 'Slug' ammo type can now break any type of electrical light
- 'Incendiary' ammo type can now re-ignite any source of fire that was doused or burnt out
AI: Huntsmen
- Now has a reaction to lights being destroyed or torches being doused
- Improved particle fx and animation of lever action rifle ejection
- Doused torch swings can now be blocked with the canesword and do lower kinetic damage instead of fire damage
AI: Wounded Goatman
- Health now reduced to 80% of maximum on Crescent and 90% on Half Moon
Area: Coastal Fishery
- New armored huntsmen patrols will now start to appear when backtracking after reaching the cliffs for the first time
- Added valve door to shortcut stairs
- Detailed the lake area with some additional structures
- Detailed the skybox
- Fixed various floating geometry and props
Area: Coastal Caves
- Added note about feeding fishdogs
- Added valve door after fishdog area
- Slightly reduced the fishdog presence
- Added some structures to add additional options to navigate the main tower room
Area: Coastal Lighthouse
- Added usable cannon at gatefront
- New guard tower and gatehouse area structures
- New huntsmen presence and additional conversations
- Added connection between lake and cliff path
- Made lighthouse chimney connect fully
- Detailed first collapsed house and added a secret route
- Detailed barn back area and crawlspace
- Added powderflask, gunpowder and cannon pickups
- Moved fishery treasure map
- Added detail to various areas and skybox
- Improved geometry and navmesh pathing to allow AI to navigate much more of the level
Area: Slaughtered Goat Tavern
- Added 'Horn of Ulmar' pickup/item
- Additional ammo pickups in basement and attic
- Adjusted notes to improve clarity of attic and basement key locations
- Increased size and visibility of key pickup on the sword in the Goatman's back
- Increased time before Goatman adds upstairs location to patrol rotation
- Made attic explosive barrel easier to find and access
- Added valve pickup to attic
- Improved Goatman navmesh pathing around attic area
Bug Fixes
- Improved animation transition states for AI motion
- Canesword will now correctly apply crouch state when swapping weapons
- Improved physics grabbing to prevent pickups from clipping into surfaces on carry
- Drape doors can now be correctly destroyed
- Fixed issue where Huntsmen carpet footsteps weren't assigned correctly
- Fixed issue where ammo pickups would load state incorrectly if item variant was loaded into a weapon
- Fixed gap in room brushes between main building and lighthouse tower
- Fixed various occlusion issues
- Fixed nightstand table door not having collision
- Fixed occlusion issues when looking through the broken gaps on the church rooftop in Cliffside
- Fixed issue where AI would not correctly face their move direction during MoveToDoor tasks
- Fixed an issue where bullet projectiles wouldn't ignite explosive barrels
- Fixed issue where white and blood gems would not stack or could not be split
- Fixed issue where fishdogs would not burn or gib
- Fixed issue where opening inventory on elevator could kill the player
- Fixed various inventory issues
- Fixed various save/load related issues that could cause saves to be unable to load
- Improved clipping of geometry/staircases in each area