Happy Cthulhidays with a New Patch for Forgive Me Father 2!
Greetings, Cultists!
Praise be to the Great Old Ones; the time of long, dark, nights filled with restless anticipation is here again. So let's celebrate, shall we?
Even the inmates of Forgive Me Father 2's mental institution feel the spirit of the season, and have been moved by it to decorate the hub to mark this festive time of the year - now, you can take your between-levels break or change equipment next to colorful lights and a Christmas tree.:

And while this is not one of the planned big content updates yet, we would like to present all fans of our game with a small Christmas gift - we have patched many of the issues you've reported, tweaked gameplay balance in some areas and made several visual improvements as well - check the full changelog below!
And if you would like to be a part of Forgive Me Father 2's development journey, have your voice heard and impact the final form of the game, please, share all your feedback here in Steam discussions, leave a review or better yet, drop by our Discord!
Happy holidays, and have a wonderful and crazy New Year 2024, everyone!
[h2]Full Changelog:[/h2]
[h3]Weapons[/h3]
[h3]Enemy Tweaks and Fixes[/h3]
[h3]Levels[/h3]
[h3]Graphical Fixes[/h3]
[h3]General Fixes[/h3]
Praise be to the Great Old Ones; the time of long, dark, nights filled with restless anticipation is here again. So let's celebrate, shall we?
Even the inmates of Forgive Me Father 2's mental institution feel the spirit of the season, and have been moved by it to decorate the hub to mark this festive time of the year - now, you can take your between-levels break or change equipment next to colorful lights and a Christmas tree.:

And while this is not one of the planned big content updates yet, we would like to present all fans of our game with a small Christmas gift - we have patched many of the issues you've reported, tweaked gameplay balance in some areas and made several visual improvements as well - check the full changelog below!
And if you would like to be a part of Forgive Me Father 2's development journey, have your voice heard and impact the final form of the game, please, share all your feedback here in Steam discussions, leave a review or better yet, drop by our Discord!
Happy holidays, and have a wonderful and crazy New Year 2024, everyone!
[h2]Full Changelog:[/h2]
[h3]Weapons[/h3]
- Bullets fired from non-projectile weapons now have visual tracers
- Shooting a single bullet with some fast firing weapons is now easier
- Fixed explosive projectiles sometimes disappearing when fired
- Hitting enemies with shotgun-like weapons is now a bit more lenient
- Improved weapon muzzle flash brightness and bloom
- Pump Shotgun - Increased firing speed
- Grenade Launcher - Increased firing speed
- Rocket Launcher - Fixed second firing frame position on screen
- Fixed weapon stretching on different resolutions and aspect ratios
- Fixed weapon disappearing when using Flashlight or activating Dark Tome with
- precise timing
[h3]Enemy Tweaks and Fixes[/h3]
- Enemies can now see through windows and shoot at them
- Enemies can no longer start an attack while they are in the air
- Enemy blood will no longer appear stretched near corners and walls
- Enemies’ wake up sounds will now play properly after changing difficulty
[h3]Levels[/h3]
- When replaying a level, all found secrets, tokens, dialogue and picked up weapons
- won’t appear anymore
- Added new window glass textures on all levels
- Now after pressing the “Restart Level” button, a confirmation popup appears
- Fixed bug with unresponsive enemies in the canteen and the dark section
- Fixed gap between textures in the first cell
- Moved part of the wall that player could walk on in the first corridor
- Moved the first lever a little bit lower
- Added wooden scaffolding above the canteen door, which prevents player
- from skipping parts of the level
- dded two more Civilians in the canteen
- Covered the window that was showing the end of the map (in the last room)
- Added the missing wall in the staircase
- Now, enemies next to the hostel are spawned when the player is close enough
- Fixed bug with enemies blocking between beds in the hostel corridor
- Blocked all the windows to the rooms that shouldn’t be accessible (in the hostel section)
- Removed access to the boat’s chimney
- Walking across the bridge on the outer side of barriers and skipping the whole bridge section is no longer possible
- Added wooden frames in the destroyed building in the first section
- Fixed bug with unresponsive enemies in the big warehouse
- Blocked a window near the red key
- Fixed bug with Liquidator not being able to go above the small space between containers
- Added new music in the final fight
- Removed access to the boat’s chimney
- Fixed low frame rate when the tombs are moving
- Fixed bouncy movement on some stairs
- Fixed an issue with player not being able to jump after destroying an explosive barrel
- Added an additional layer to the dynamic ambient at the end of the level
- Fixed enemies spawning and staying out of arena’s bounds during the last fight
- Fixed bouncy movement on some stairs
- In the second room of catacombs, Liquidators have been replaced with Civilians on the higher platform; one more Liquidator was added on the ground floor
- Added collision for the cathedral’s roof
- Increased wall height near the destroyed statue
- Player can no longer bypass the trigger spawning enemies before arena fight
- Fixed a levitating rock near the red key section
- Added some wooden beams above the first door
- Fixed glitchy movement on the boxes in the first secret area
- Added new stove and burner meshes in the kitchen area
- Jumping through the ledge in the library room is no longer possible
- Added missing poster texture in the secret area
- Fixed glitchy movement in the barrel area
- Added a hole with water to remove fall damage when player leaves ventilation
- Fixed bouncy movement on some stairs
- Fixed an issue where train door could open before killing all enemies
- Added sounds of footsteps in shallow water
- Fixed a bug when players were able to trap themselves between rocks in the first tunnel.
- Fixed blurry blood on the wall
- Moved a wooden box which was colliding with steel construction
- Fight now resets properly after player’s death
- Readjusted attack damage for all phases
- Saving is now unavailable during the boss fight
- Removed collisions of meshes in elevator which could block the player
- Fixed player taking damage when damaging the boss with certain explosives
- “Finish Level” text is now more visible
[h3]Graphical Fixes[/h3]
- VSync now locks framerate to the highest available refresh rate (bear in mind that VSync only takes effect in Fullscreen Mode)
- Door padlocks’ color now change depending on the key required
- Framerate limiter now has more values available including all found refresh rates
- Pickup frame now matches screen aspect ratio
- HUD frame now looks properly on super ultrawide resolutions
- Fixed some textures appearing blurry
- Better screen visibility while Dark Tome is active
- Dark Tome screen effect no longer removes outlines while active
- Fixed some blood particles not being colored properly while Dark Tome is active
- Increased blood color fading distance
- Screen effect now fades in when Dark Tome activates
[h3]General Fixes[/h3]
- Added epilepsy warning
- Fixed an issue with buttons not being focused after finishing a level using gamepads
- Menu UI & UX improvements (including ultrawide resolutions)
- Fixed some cases where loading the game could result in unexpected behavior
- Flashlight radius is now larger on higher FOV values
- “Big Game” achievement now requires killing the enemy directly
- Improvements to audio when returning to main menu
- Music now pauses when pausing the game
- Shooting the traffic sign to make it spin now works with directly hit explosive projectiles
- Improved light flickering in some places
- Fixed an issue which could lead to player receiving falling damage when landing in water on low framerate
- Fixed an issue with player not being able to jump in some cases