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]
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[*] Slightly reduced direct mid/near horizontal angle vision cone to prevent some unfair detections
[*] Increased AI search task priority of audio disturbances to prevent AI ignoring bottle distractions
[*] Improved AI search task handling of disturbances that aren't reachable
[*] Improved handling of AI patrol task when returning to route from disturbances or combat
[*] Reduced carry throw force addition for bottles when moving forward
[*] Improved accuracy and performance of high detail Shadow Projectors
[*] Added physics_pillow_bed_1 through physics_pillow_bed_6 to entity package list for spawning
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[b]AI: Fishdog[/b]
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[*] Slightly reduced dark vision range
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[b]Area: Coast Caves[/b]
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[*] Slightly reduced fishdog presence on half moon and crescent
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[b]Area: Coast Cliffside[/b]
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[*] Added various navmesh links to allow huntsmen to drop down from ledges
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[b]Area: City Market[/b]
[list]
[*] Adjusted balance of enemies and resources on all difficulties
[*] Improved visual clarity of front gate when opened to show its a transition zone
[*] Reworked the Queen's Road / Ashfall Bridge intersection to make the route more challenging
[*] Added fallback patrols and watch tasks for huntsmen and batbarbers after ambushing
[*] Added navmesh links for both huntsmen and batbarbers to allow better navigation in various areas
[*] Moved crate stack near barbershop to prevent players from getting stuck
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[b]Area: Market Shop[/b]
[list]
[*] Added navmesh surfaces for all agent types
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[b]Bug Fixes[/b]
[list]
[*] Fixed issue where quicksaving could occur when when disabled
[*] Fixed issue where Market side of the front gate would still be shut even if destroyed from the Coast side (ensure you backtrack to the Coast via the East End Canal tunnel once so the Coast map can verify the gate is destroyed)
[*] Fixed issue where wooden doors would not ignite from fire
[*] Fixed issue where fire sources like torches would not load correctly
[*] Fixed various culling and geometry issues
[*] Fixed issue that caused weapon inventory shortcuts to be deleted
[*] Fixed issue where pickpocketing keys could fail
[*] Fixed various material contact fx type issues
[*] Fixed issue with selling equipped weapons to the merchant
[*] Fixed various save state issues that caused loading to fail
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