Medieval Europe is in the middle of religious upheaval and many a preacher predict the imminent end of the world. Immerse yourself in a dark fantasy story with true historical events in the background. You'll be facing intricate puzzles, challenging battles and cunning stealth.
[list]
[*] Modified coniferous tree model
[*] Added controller vibration when sword is drawn
[*] Health and stamina indicators now signal low levels
[*] Reduced alcohol effect length by half
[*] A message now appears on the right side of the screen after using a coin
[*] Changes to health and other enemy attributes
[*] Potion can now be drunk while moving
[*] Weapon can now be drawn and sheathed while moving
[*] Unlocking a door or chest with the key now opens it directly
[*] Shields now take significantly less stamina and are more usable
[*] Enemy AI improvements and fixes
[*] Removed some enemies from chapters, rebalanced difficulty
[*] Performance optimization and improvements
[*] It is now possible to load a position during a cutscene or conversation
[*] Bloom setting has been removed from the settings and is always mandatory on
[*] Reduced range of door interaction sound when sneaking
[*] Looking around while sneaking was done even when inventory was open
[*] Journal entry was sometimes written in the wrong chapter
[*] When skipping the intro, the camera went where it wasn't supposed to
[*] Fixed some animation issues
[*] Sometimes an enemy could attack while performing another action and animation at the same time
[*] Character animations sometimes didn't have the correct speed when talking
[*] Some cutscenes had unwanted artifacts on camera
[*] Objects would fall through the ground at certain locations
[*] Sometimes the player could appear in the wrong place after a scene change
[*] If the player was carrying a large object and started talking, it would trigger a bad animation and start swinging the object
[*] Repeated Farkle play could result in a situation where it was impossible to interact with all the dice on the table
[*] Chapter 1[list]
[*] Added directional signs
[*] [spoiler]In the opening scene, Straw's horse could have been left standing without a rider[/spoiler]
[*] [spoiler]The shield could be retrieved from the dead soldier, but the optional quest was not completed[/spoiler][/list][*] Chapter 2[list]
[*] Added directional signs
[*] [spoiler]Increased Ruprecht's health[/spoiler]
[*] [spoiler]Added a gentle light over the player in battle[/spoiler]
[*] [spoiler]Enemies could sometimes attack during the final conversation at the gate[/spoiler][/list][*] Chapter 3[list]
[*] [spoiler]The camera is now locked in the oubliette to prevent it from rotating around[/spoiler]
[*] [spoiler]When the player is spotted, it's now game over[/spoiler]
[*] [spoiler]If the player escaped over the walls and didn't explore the drain beforehand, the quest was not completed[/spoiler]
[*] [spoiler]At the end of a horse chase, the horse was not properly slowed down[/spoiler][/list][*] Chapter 4[list]
[*] [spoiler]Crates by the cellar now have direct places to place them on the ground[/spoiler]
[*] [spoiler]Removed some crates that were blocking the cellar door[/spoiler]
[*] [spoiler]Lothar was levitating after entering the cellar[/spoiler]
[*] [spoiler]Focus kept jumping to the door when removing the crates in the cellar[/spoiler]
[*] [spoiler]Cook could block the player in the corner of the room[/spoiler][/list][*] Chapter 5 - [spoiler]Adjusting the Koschei's room, the position of levers and other elements[/spoiler][*] Chapter 10[list]
[*] [spoiler]The knocker now has a higher priority than the door and no longer needs to be switched to on the gamepad[/spoiler]
[*] [spoiler]Obsidian pyramids had the wrong place to interact and could not be picked up in certain situations[/spoiler]
[*] [spoiler]Burning gate has no sound when opening and closing[/spoiler][/list][*] Accessibility[list]
[*] Modified navigation and sonar sounds
[*] Added new sound to indicate low stamina
[*] Interactions in range are now sorted by priority, name and distance
[*] More prominent sound on attacking enemies
[*] TTS now also reads the name of the quest, not just the task
[*] Beginning of the scene navigation point sometimes might not be in the right place
[*] Distance reporting on the world map did not work correctly if the map zoom changed[/list][/list]