Lilium 0.9.2 Update 4 - Less clunky please

This update includes a ton of bugfixes and a bunch of quality of life features and improvements for the player, new Achievements, a cool new unique sword, an experimental Quick Save/Quick Load feature, changes on the main island, experimental level streaming used for some buildings, AI and UI improvements. [list] [*] Content: Cat Friendly has been added as a new Achievement for completing the related quests without harming a single Cat [*] Content: The second dumbest creature in the universe appears in the game now and there is also an Achievement for finding it [*] Content: The amount of Bread, Butter and Parizer in the world have been increased as a tribute to Nature [*] Content: There is a cool new sword hidden in the Crystal Mines [*] Feature: An experimental Quick Save/Quick Load feature has been added to the game allowing the player to manually trigger the Autosaves basically [*] Feature: Escaping the Dungeon has been added as the first Quest of the game [*] Feature: Now there is a unique description for every finished quest detailing how it was resolved [*] Feature: Now it's possible to continue the game after the Credits roll [*] Feature: Shock Damage Damage Type has been added to the game [*] Feature: An Auto Arrange Inventory button has been added to the Journal's Inventory page so players can easily organise their Inventory [*] Feature: Weapon and Armor Tooltips now show a Damage and Armor rating comparison between the selected and the currently equipped item [*] Feature: As the player fights with melee weapons their weapon gets more bloody, at least for a while [*] Feature: Poison on Weapons, Arrows and Consumables is clearly visible now [*] Feature: Added option to change Colour Saturation [*] Feature: It is now possible to separately set the volume of footsteps [*] Feature: Bandits are using Barks now to give them a more intelligent feel and to let the player now what they're "thinking" [*] Feature: AI Archers will use Punches instead of their Bow in close range combat [*] Feature: The camera shakes when a large enemy like the Forge Master walks [*] Feature: New lootable containers have been added to the game with unique loot tables [*] Rework: Lilith summons the Hell Portal in a more distant specific location, adding more to the exploration of the Hell scenario [*] Rework: A part of the main island has been reworked to include an abandoned pirate cave [*] Rework: Splitting the Main Island into sublevels with Level Streaming, noticeably increasing game performance [*] Rework: William's Fort has been improved visually [*] Rework: Base Player Attributes are now on a scale of 1-10 instead of 10-100 so each level up has a greater impact [*] Rework: Player Speed is affected by slope angle so players walk slower uphill and faster downhill [*] Reworked: The Player can't Sprint Backwards anymore [*] Rework: Sprint works properly even if the player changes directions while sprinting and now it works independent of the order in which the player presses the sprint button and the movement keys [*] Rework: Footstep sound detection has been replaced with a cleaner, more performant system [*] Rework: Moving on Grass will not cause grass blades to fly around anymore [*] Rework: Unreal Engine version is also displayed in the Main Menu right under the game version [*] Rework: Miscellaneous items can't be added to the Hotbar anymore since they aren't useable anyway [*] Rework: Equipment items are instantly removed from the character when the player starts dragging them off the character [*] Rework: When an item is dragged, its inventory slot gets highlighted [*] Rework: Hotbar functionality has been improved so now item linking does not break when the player moves items around in the inventory [*] Rework: Wooden barricades remain destroyed [*] Rework: Boats now stay where the player left them [*] Rework: Camera does not go underwater while sailing on a Boat [*] Rework: Theresa's cow will keep the items that the player puts into it's pack [*] Rework: Underwater particle effects have been improved and additional effects have been added to underwater weapon swings [*] Rework: Selecting the Player's start location is now done via the proper method instead of just teleporting the player right after the level starts [*] Rework: Cloth Simulation has been removed from the Scarecrow due to it's large performance impact whenever the player stepped outside [*] Rework: Proper particle effects have been added for spider web destruction [*] Rework: NPCs have been tweaked to use hand gestures during dialogues more rarely [*] Rework: AI eats poisoned food placed down by the player and properly gets poisoned [*] Rework: AI pathfinding, movement and obstacle avoidance have been improved [*] Rework: A CPP base has been created for character animations to improve animation performance and to have a cleaner solution [*] Rework: The AI's ability to aim with the bow has been greatly improved as well as their archery animations have been tweaked to look better [*] Rework: AI and Player attack speeds and animations have been tweaked and balanced [*] Rework: AI attack ranges and damages have been tweaked [*] Rework: AI behaviour has been adjusted so if it can't reach its target, AI signals the target to come closer [*] Rework: Lilith's Force Field usage has been improved [*] Rework: Lilith's Fireball usage and aiming have been improved [*] Rework: The default key for Grab is F and the default key for Ready Weapon is G from now on [*] Rework: Locked chests will now play and unlock sound when they are used with the proper key [*] Rework: Attacking animations with Axes and the fighting experience in general with Axes have been improved [*] Rework: Attacking animations with Daggers have been slightly improved [*] Rework: Releasing the Attack Button early while charging an arrow now recalls the arrow [*] Rework: Players are allowed to hunt wild animals without making the Guards angry [*] Rework: The Minimap has been reworked to fit better to the rest of the UI and to make it look better in general [*] Rework: Maps for multi-tiered dungeons have been improved [*] Rework: QuestMarkers for Quest Objectives have been replaced for better visibility and now there is a different icon for Main and Side Quests [*] Rework: The Minimap is now zoomed out a little bit more so the Players can see more around themselves at the same time [*] Rework: Dropping multiple arrows will drop a quiver with those arrows [*] Rework: Arrows now react properly to metal surfaces [*] Rework: The game UI has been reworked to use better, more readable Fonts [*] Rework: The hidden GOD Mode Toggle has been removed from the UI [*] Rework: Player Character Preview Lighting in the Inventory Journal Page has been improved [*] Rework: Object outlines have been improved [*] Rework: Looted chests will keep their lid open, loot interaction will not show up for looted containers anymore [*] Rework: Theresa's cow has been reworked to function properly [*] Rework: Pickupable items have been moved to cpp bases and have been rewritten to avoid possible bugs in the future [*] Rework: Looting and all lootable containers have been reworked like Skeletons, Chests, Destructible Pots and so on [*] Rework: All interactable object will behave the same way from now on, cleaning up interfaces [*] Rework: Minor changes on some buildings to make AI navigation easier and to make them look better [*] Rework: Collisions have been improved in the Evil Dungeon [*] Rework: Boats now have precise collisions while they are not moving so the player can jump onto them [*] Rework: Frank resides in a safer location from now on so he does not get killed all the time [*] Rework: The Time Dungeon has been slightly adjusted and an event can be triggered now upon picking up a skull [*] Rework: A camp has been added for Jackson on the remote island [*] Rework: Added some environmental sounds like birds and forest ambience to the Main Menu level so it doesn't feel as lifeless when music is disabled [*] Rework: Credits and Lady of Cats Music are considered SFX from now on so they play even if the Music Volume is set to 0 [*] Rework: There is a delay between Music pieces on the main island from now on so there are calm periods for the player with ambient sounds only, it's also to make the music less annoying [*] Rework: The Exterior Lighting has been greatly improved [*] Rework: Lighting is improved for the Hell Lighting Scenario [*] Rework: Lightmass Portals are used in the Ancient Ruins to produce better lighting [*] Fix: Fatigue Regeneration and Fatigue Consumption for Sprinting is affected by the Framerate [*] Fix: Dying or exiting the game while an Attribute Potion is active results in the Player having that potion effect permanently kept as Base Attribute possibly making the Player super strong through this glitch [*] Fix: Player is unable to stand up/get out of crouching while being close to a wall [*] Fix: The Player is able to Drag an Item from the Inventory then close it to have the Item hang around preventing them from attacking or properly interacting with the game [*] Fix: Dropping equipable items onto the Player Character from a Container does not work and causes strange behaviour [*] Fix: Dropping an Equippable Item onto the Player Character from the Player's Inventory while a Container is open moves the Item to the Container instead [*] Fix: Unequipping items while a Container is open unequips them into the Container [*] Fix: Minimap and Map icons are hiding each other, QuestMarkers for Objectives are covered by Door and other icons [*] Fix: Custom QuestMarks disappear if the Player selects a different Quest [*] Fix: Killing Quest Givers before starting their Quest does not move the Quest to Failed Quests [*] Fix: Attacking animation with a Sword and Shield looks bad since the Shield is partially blocking the player's view [*] Fix: Attacking animations with Axes are really bad [*] Fix: Spamming the Attack Button with the Bow causes arrows to spawn instantly in seemingly random locations [*] Fix: Cobwebs and Roaches burn with the wrong color of fire [*] Fix: Footsteps are too loud and strange [*] Fix: Can't interact with Boats from underwater [*] Fix: Players can't pick up gold pieces from the bottom of the Wishing Well [*] Fix: Can't pick up Mushrooms in Time Dungeon [*] Fix: Can't pick up arrows from water in Time Dungeon [*] Fix: Crystal colours in Time Dungeon are wrong [*] Fix: Interactive Objects in the world can cause extreme damage to NPCs [*] Fix: Bandits and Monsters without shields are playing parry animations [*] Fix: Animals don't do anything if the Player is nearby [*] Fix: Sometimes the Guards attack the Player around the bandit camp near the dock instead of attacking the bandits [*] Fix: Bandits randomly shouting to the Player to get out of Outhouses even if the Player is not inside one [*] Fix: Lilith does not have footstep sounds and effects [*] Fix: Monsters and Animals don't have footstep visual effects [*] Fix: Medical Beds have the wrong cursor icon [*] Fix: Players are frequently losing arrows when they have maxed out arrow stacks [*] Fix: The intro text is still visible once the player interacts with the bed during the intro [*] Fix: Objectives are clickable on the UI [*] Fix: "Tárcsere" instead of "Reload" [/list]