[i]New build available on Steam! This update focuses on robustness, visual readability, and systemic tuning. High-level details:[/i]
[h2][b]Performance[/b][/h2]
[list]
[] Reworked asset streaming and texture compression with a new preset to minimize I/O spikes.
[] Reduced GC spikes (transient allocations) in critical loops and FX systems.
[*] Lightweight parallelization with Jobs/Burst where applicable.
[/list]
[b][h2]Graphics & Visibility[/h2][/b]
[list]
[] Recalibrated exposure curves and eye adaptation; improved tonemapping for localized darkness.
[] Adjusted post-process volumes (URP): balanced Bloom, Vignette, and Color Adjustments for the night scene.
[] Fixed Depth of Field and render-pass ordering to avoid artifacts during transitions.
[] Addressed banding and flicker on specular surfaces on certain GPUs.
[/list]
[b][h2]Gameplay & AI: Wendigo[/h2][/b]
[list]
[] Adjusted sensory thresholds (vision/spatial perception) and state-transition timings in the FSM.
[] Reworked pathfinding and navmesh carving to prevent getting stuck on unintended geometry.
[] Fine-tuned synchronization between punishment windows and response cooldowns; the risk profile remains intact.
[] Small variations in patrol patterns and reaction latencies to avoid deterministic behavior.
[/list]
[b][h2]Stability & Bug Fixes[/h2][/b]
[list]
[] Resolved clipping cases in soft collisions with doors and level edges.
[] Fixed sequences that could cause softlocks when interrupting chained triggers.
[] Corrected save/load state handling for certain interactables.
[] Eliminated intermittent crashes related to late shader initialization on specific hardware.
[/list]
[i]Thanks for the reports and for playing Alteratio. If you spot anything out of place after this build, share it on the Steam Community Hub: it helps us iterate faster.[/i]