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One Rotten Oath v1.0.1 update - Improvements, optimization fixes and bugfixes

[p]Hey again![/p][p]Thanks to your gameplay clips and various feedback, I was able to fix a few things.[/p][p][/p][h2]Note about choppy FMV issue on some hardware configurations[/h2][p][/p][p]Before we head into the changelog, I’ve heard that some of you experienced choppy FMV sequences. For some reason, this happens while playing the game on Steam. Enabling the windowed mode seems to be fixing the problem. I’m trying my best to fix the playback issue for you all. Hang tight![/p][p][/p][h2]Changelog (v1.0.1)[/h2][p]
If the game runs fine on your end and you’ll like to know what’s new, here’s the changelog:
[/p][h3]Improvements: [/h3]
  • [p]Optimization fixes. Object culling was manually adjusted to each level. This should significantly boost performance on older hardware.[/p]
  • [p]Fences now make noise when players run into them. This should give them a bit more spacial awareness. These sounds will disappear after a certain ‘event’ in the game. [/p]
  • [p]Improved hitmarkers. The enemy is still alive if the cross turns blue. If it’s red, the mutant you shot at is dead.[/p]
  • [p]First mutant introductions were moved to the stage right after the tutorial (and not the second one as in previous build), so that it’s more consistent with the later enemy introductions.[/p]
  • [p]Rephrased a few sentences in the behind the scenes segment of the game in order to not scare players with potential spoilers.[/p]
[p][/p][h3]Bugfixes:[/h3]
  • [p]Muzzle flash in the main menu now shows up properly while using a controller.[/p]
  • [p]Pointer lock now works as it should after resuming the game. [/p]
  • [p]Hitmarkers now show up properly in the tutorial.[/p]
  • [p]Fixed a few typos (including credits!)[/p]
[p]
Thanks a lot for playing One Rotten Oath and have a good one!

PB[/p]