Early Access - BUILD 0.27.00

Early Access - BUILD 0.27.0
Version 0.27.0 has begun! As a small peak behind the curtain, this update was originally planned to be a small hotfix. But after a successful slew of bug fixes in combination with several fancy new map features, we’ve upgraded this humble patch into a full sized update.
The houses in Section 2 now fully show the destructive power of the Sanguivore, featuring new damage to the walls that players might use to their advantage, offering new sneaky routes in and out between the buildings. The outdoor areas of the level have been given some TLC, with new environmental features and assets.
Keeping an eye out for fuses has always been essential for managing the power circuits. This update introduces some new mechanics for scavenging those fuses. Fuses can now be pulled out of electronic machines around the world.
Take a look at all the new features, as well as quality of life improvements, rebalancing, fixes and more in the patch notes below!
[h2]Links[/h2]
Remember to check out any of the following resources for more information and updates on the game.
Steam Store: https://store.steampowered.com/app/2432990
Website: https://bloodeater.games/
Sitemap: https://starter.productboard.com/beg-starter/1-sanguvoire-blood-eater-games
Presskit: https://impress.games/press-kit/blood-eater-games/sanguivore
Twitter(X): https://twitter.com/BloodEaterGames
Youtube: https://www.youtube.com/@BloodEaterGames
Discord: https://discord.gg/YwnEHmpA2y
Added
- Added new damage to Section 2 houses. New routes in and between houses are now available.
- Added highlight to other players so they can be seen when downed/captured.
- Added new fire alarm switch locations.
- Added auto benchmark skip after skipping for the first time. The benchmark screen will no longer show at startup.
- Added secret passage between area’s on the map.
- Added the ability to break down electrical units eg. vending machines, coffee machines to get an additional fuse.
- Added TV noise traps to houses in section two (yet do not make noise as of yet, they just turn on).
Optimisations
- Various optimisations affecting all hiding places
Updated
- Various house layout updates
- Moved body upstairs in Sheriff’s Department to prevent clipping with the camera when searching the body.
- Adjusted head torch position to prevent clipping through walls
- Improved general camera smoothness when exiting interaction animations
- Improved close proximity light levels. Players also now have better visibility on the inside of hiding places. Prevents situations where the player is left in total darkness.
- Updated Epilepsy warning to auto skip after 50 seconds
- Removed some small floating geometry outside houses
- Updated distribution of self revive kits
- Keypad codes length now scale with difficulty
- Made minigame speed slightly slow on Hard and Nightmare difficulties
- Player is now warned if their inventory is full when trying to take a fuse from a fusebox
- Noble no longer always spawns at the closest window to a player. Higher degree of variance.
- Updated cliffs and mountains in outside sections of the twenty below map.
Fixed
- Fixed salt upstairs in Sheriff’s Department misaligned with doorway
- Fixed some items not spawning when they should due to the difficulty system limiting what items can spawn at harder difficulties
- Fixed player getting stuck between cabinets and loft stairs.
- Fixed issues clicking on gamma bar and confirmation buttons when starting the game
- Fixed issues clicking on the epilepsy warning button at the start of the game.
- Fixed issues scroll through journal entries where select item could go offscreen
- Fixed issue where all fire alarm switches could be missing
- Fixed camera being at an unusual angle after reading a document
- Fixed camera being at an unusual angle after being grabbed while in the process of entering the inventory/journal tablet
- Fixed vents being open for the client but closed for the host on harder difficulties.
- Fixed a working fire alarm switch not spawning
- Fixed characters being able to move away while also using a computer
- Fixed minigame progress often going over 100%
- Fixed situation where minigame could continually reset to 0% progress
- Fixed a geometry clipping issue with the new stairs and the adjacent wall
- Fixed being able to move while self healing
- Fixed some small geometry issues with foliage causing small spheres to appear nearby.
- Fixed fuse boxes sometimes visually have a fuse inside them, even when missing a fuse.
- Fixed client involuntarily moving to interact with fusebox after host has interacted with the fusebox
- Fixed client getting extra fuses out of the fusebox
- Fixed players not receiving a fuse from the fusebox on easy and normal difficulty levels
- Fixed PCs with no power symbol that are powered and working
- Fixed several TVs and sparking cables that were still turned on even when the power was turned off
- Fixed serval self revive kits being sunken into the ground
- Fixed The Noble getting stuck behind sparking cables. He can now traverse them in his smoke form.
- Fixed double locker sound when The Noble searches a hiding place.
- Fixed various escape plans being visible on the UI, even when not available due to the game difficulty.
- Fixed player collision and shadows on player held tablet
- Fixed The Noble occasionally entering via a window and immediately leaving again.
- Fixed some on-screen effects flashing with a white or yellow box before playing
- Fixed player’s camera clipping in to wall when entering an upstairs office desk
- Fixed blue light appearing at base of lockers after player gets inside
- Fixed issue when client uses a hand mirror but two hand mirrors are removed from their inventory
- Fixed other players legs sliding when moving while exiting their inventory/tablet
- Fixed the power being on in the side office even though power is off on the ground floor.
- Fixed issues if a player starts healing another player and that player dies
- Characters will no longer incrementally lose health while healing themselves or being healed.
- Fixed game locking up for players if grabbed by fledglings while getting into a car boot.
- Fixed duplicate tutorial messages appearing in the journal.
- Tentative fixes for issues navigating in the journal.
- Navigation is now able to update with dynamic changes to the level (e.g. broken stairs, random barricades, etc).
- Several other AI navigation issues were also fixed.
Known Issues
- Various translation issues.
- Controller support issues interacting with settings
- Various issues with Hardware ray tracing (RTX) on translucent objects either rendering black or not rendering at all. (RTX is not enabled currently)