Alteratio — Patch Notes (Stability Update - December 31)

[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]