Trapped in a dark, Victorian city consumed by an ancient curse, you must plan your survival and daring escape using nothing but stealth, an arsenal of eccentric weapons, and your wit in this haunting adventure inspired by the immersive sims and survival horror greats of the late 90s and early 2000s.
[b]General[/b]
[list]
[*] Added the ability to 'Quick Use' food items by using right click (Alternate Fire)
[*] Added flashbombs to the merchant's shop inventory and changed restock logic
[*] Improved AI search handling when the AI has some visibility or cannot reach the target
[*] Tweaked AI senses/visibility to prevent some situations where their view angle was too large
[*] Tweaked AI senses/visibility to improve some situations where they should be able to see the target
[*] Improved particle effect for muzzleflashes
[*] Muzzleflashes are now factored correctly into player visibility
[*] Tweaked name and description for 'Undertaker' Flare Pistol
[*] Improved pooling for decals, ejected casings and projectiles
[*] Improved light visibility performance for blood splatter decals
[*] Improved light cell volumes for each area to improve memory handling
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[b]Area: City Market[/b]
[list]
[*] Tweaked soundscape propagation
[*] Tweaked some door angles to avoid wall clipping
[*] Added some additional pathing jump links
[*] Fixed various sound propagation issues
[*] Fixed various occlusion issues
[*] Fixed a few paintings that were hovering off the wall
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[b]Bug Fixes[/b]
[list]
[*] Fixed several issues that would cause save files to write incomplete data and fail to load or load incorrectly
[*] Fixed null reference when a SaveObject was decoupled from its linked GameObject during save/load write
[*] Fixed issue where incorrect prompts displayed in the Load Game Menu
[*] Fixed issue where sound clips would incorrectly repeat if sound asset was set to 'RandomOrder'
[*] Fixed some situations where saving while throwing a flashbomb would not save the fuse timer state
[*] Fixed issue where Armored Huntsmen wouldn't apply the armor defense modifier for ballistic damage
[*] Fixed issue where AI search would incorrectly handle the exit delay state
[*] Fixed issue where AI would not correctly do their gib sound when gibbing
[*] Fixed issue where AI reaction targets would still be valid even without an assigned instigator
[*] Fixed an issue where AI could still react and shout about suspicious actions to their disembodied body even after they were dead
[*] Fixed an issue where AI's task handling would freeze after a navmesh jump
[*] Fixed an issue where AI would walk in place if stalk target was no longer detectable
[*] Fixed issue where the draw/holstered state of the current weapon wouldn't save/load correctly
[*] Fixed issue where weapon reload would cycle indefinitely if interrupted
[*] Fixed issue where items could save/load into the incorrect inventory position
[*] Fixed issue where muzzleflashes light sequence was timed incorrectly
[*] Fixed issue where blood decals would cast shadow projections
[*] Fixed subtitles not correctly displaying gib voicelines
[*] Fixed initialization order issue with RoomPortal transforms
[*] Fixed issue with PixelHoleFiller shader not initializing correctly in the execution order
[*] Fixed issue where LightSource data would persist even when disabled
[*] Fixed out-of-range index argument when too many light visibility requests were made
[*] Jack-o-lantern item can now be correctly unpacked
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