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.
Note: Brightness/Gamma/Contrast calculations have changed, so make sure to adjust your old configurations accordingly.
[b]General[/b]
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[*] Added All Hallows' Eve jackolantern turnips to all areas
[*] Added 'Subtitles' option for both Dialogue and General captions
[*] Added 'Seasonal Content' toggle to set whether seasonal content is shown
[*] Added color preview for highlight sliders
[*] Added several pathing ledges for AI to navigate by jumping to all areas
[*] AI now has a harder time chasing a player in combat if the player is in the darkest visibility
[*] Player can now parry thrown projectiles like axes, hatchets and daggers with firearms
[*] Increased the reaction priority of thrown bottles
[*] Added huntsmen sounds for moving and jumping on surfaces like tile/metal/leaves, ect.
[*] Added inventory resize console command
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[b]Weapon: Flashbomb[/b]
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[*] First throwable weapon type
[*] Can hold to increase throw distance and cook fuse timer
[*] Will blind all creatures in the visible detonation area for 7 seconds
[*] Stacks up to 3 times in inventory
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[b]Weapon: Jackolantern[/b]
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[*] Seasonal throwable item
[*] Will damage and ignite creatures and targets on a direct hit
[*] Stacks up to 3 times in inventory
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[b]AI: Woodsman[/b]
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[*] Can now throw their axe at targets if they are attempting to escape or climb out of reach of them
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[b]Area: Coast Cliffside[/b]
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[*] Added scripted event where woodsmen lift the drawbridge
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[b]Area: Coast Tavern[/b]
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[*] Added flashbomb pickups
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[b]Area: City Market[/b]
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[*] Added interior areas to several manors and structures
[*] Added structures to skybox around the market
[*] Added new AI spawns, pickups and treasure locations
[*] Added some barriers to the main street
[*] Tweaked some pickup quantities
[*] Improved various textures to fit the style a bit better
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[b]Bug Fixes[/b]
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[*] Fixed several issues with AI sense detection and hearing queue sorting
[*] Fixed several issues with inventory equip and item state handling
[*] Fixed issue where woodsmen would still charge at targets even when there was no valid path
[*] Fixed issue where ladder climbing would continue past the length of the ladder
[*] Fixed issue where merchant would not correctly lipsync his quell voicelines
[*] Fixed several issues where AI animations would get stuck or incorrectly interrupted
[*] Improved rendering and accuracy of projector shadows
[*] Fixed several issues with fire propagation
[*] Fixed issue where weapon viewmodels would get duplicated
[*] Fixed memory allocation issues with some RenderTextures
[*] Fixed various null ref and save/load issues
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