Happy New Year 2025!
Patch 9 brings a host of improvements and removes the Christmas update.
[u][b]Development update[/b][/u]
Development on Difficulties and the Demo is ahead of schedule, so expect to see Difficulties around the end of January and a Demo in February! Chapter 2 is heavy in development too, and on track for an end of year release. I also want to upgrade the engine to UE5.5 and introduce 'megalights' - a big boost in aesthetics and performance in lighting, BUT it's too unstable at the moment. Hopefully I can release this upgrade before Chapter 2's release though, but it depends on Epic's patches to the engine.
[u][b]General[/b][/u]
[list]
[*] A door once locked is now open... Due to popular demand.
[*] Difficulty balance improvement: Slightly reduced total wood resources in Chapter 1 for a tenser experience.
[*] Some wood resources and hideout locations have been moved for an optimised player experience.
[*] Optimised the way Portcullis gates update the nav mesh.
[*] Reduced required wood to achieve the second pickup achievement, in preparation for the upcoming Difficulties. This will allow hard/permadeath mode players to achieve it, even with reduced wood in those difficulties.
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[u][b]UI and Art[/b][/u]
[list]
[*] When viewing cutscenes, pressing any button now briefly shows the 'BUTTON to SKIP'.
[*] The skipping progress bar in cutscenes has improved presentation.
[*] An autosave icon will animate in the top corner of the screen when autosaving occurs.
[*] Areas with rain now appear wetter.
[*] Some subtle art mesh changes.
[*] Lighting updates.
[*] Saving now also includes what difficulty you're saving with, in preparation for the upcoming Difficulties. It will appear as 'Normal' now.
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[u][b]Performance[/b][/u]
[list]
[*] Lightning flashes are now less FPS intensive.
[*] Water in the crypts has less tesselation for a minor performance boost.
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