Patch 0.4.0 | Banish Entities, Crash Fixes, Ectoplasm UV Light, AI Changes
[h2]Hey everyone,[/h2]
thanks again for all the bug reports and suggestions, your help means the world to me! Took me a bit longer than I hoped to get this patch out the door but I think this time I really managed to fix the most frequent crash issues, which was a big priority for me.
[h3]0.4.0 Patch Notes:[/h3]
Thanks again for your help! I am looking forward to your continued feedback.
Have fun playing and see you ingame! :)
Cheers,
Beepbep
thanks again for all the bug reports and suggestions, your help means the world to me! Took me a bit longer than I hoped to get this patch out the door but I think this time I really managed to fix the most frequent crash issues, which was a big priority for me.
[h3]0.4.0 Patch Notes:[/h3]
-  You can now banish the entities on 'Whispering Studio' and 'Ritual Row'
 -  'Whispering Studio' and 'Ritual Row' have been polished and updated
 -  FINALLY fixed the map transition FatalError bug (caused by AudioThread & VoiceChat btw)
 -  Not the first time I said this but this time I actually fixed the game breaking objective spawn bug for ectoplasm, cult symbols and banish items
 -  added 2 UV Lamps to each map which you can carry around to see Ectoplasm even when an entity isn't hunting
 -  all entities (besides the butcher) now have hunt and lurk phases (means cult guys dont hunt all the time anymore, but the butcher does because thats just his thing)
 -  You now need to clean at least 50% on each map to be able to win
 -  Hunts now start a bit later and are shorter initially but get longer with each hunt
 -  Entities now gain movespeed the longer they chase you
 -  Oh, you can jump now.
 -  ..but also can the entities
 -  made some general changes to physics actors to prevent them from clipping through the floor
 -  changes/tweaks to audio attenuation and concurrency
 -  more general GPU and CPU optimizations (improved culling, more/better mesh LODs, smaller textures, reduced drawcalls by around 50% on every map, ..), game is also a bit bigger again(uncompressed) but in turn loads stuff a bit better so D3D timeout crashes might happen less frequent
 -  removed the red entity post process effect for now because it was waaaay too unoptimized and in some cases cost up to 20FPS
 -  fixed a bug causing voice chat to be active all the time even when using push to talk
 -  minor animation tweaks for all entities
 -  aand as always a lot of smaller tweaks/changes in the background as well as minor bug fixes I totally didn't forget about
 
Thanks again for your help! I am looking forward to your continued feedback.
Have fun playing and see you ingame! :)
Cheers,
Beepbep