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: Expect an increased game file size due to the new HDR lightmaps.
[b]General[/b]
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[*] Improved the fidelity and texture work for the gloves and models of the following viewmodels: canesword, revolver, shotgun, flaregun, beartrap, flashbomb, handlantern, light gem ring, jackolantern, syringe, enemy carry models
[*] Added inspect animation to light gem ring
[*] The canesword can now be unsheathed and charged up with a single input hold
[*] Lightmaps are now formatted for high definition range (HDR) and handle color/shadowing in a more gradual and smoother way
[*] Improved shop restock and inventory handling
[*] Added a Reset to Defaults button in the settings menu
[*] Added Anisotropic Filtering in video settings
[*] Improved antialiasing for point-filtered cutout surfaces
[*] Added action log message for placing the inventory in an invalid position
[*] Added action log message for trying to add an item to a full inventory
[*] Tweaked sound propagation so outdoor sounds travel a bit further
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[b]Seasonal[/b]
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[*] Added outdoor falling snow and ground snowfall
[*] Added weapon 'Snowball' which douses fire and blinds impacted enemies
[*] Added Santa Hats to Huntsmen and Batbarbers
[*] Added Krampus skin for the Goatman
[*] Added Reindeer costume for the Fishdogs
[*] Added tiny Santa Hat for Bubert the Rat
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[b]Area: Coast Fishery[/b]
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[*] The locked watchtower is now accessible with a key
[*] The carriage basement garage is now accessible
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[b]Area: Coast Cliffside[/b]
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[*] Added new kitchen and hammock area to the lighthouse
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[b]Area: City Market[/b]
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[*] Added entrance to the future Underport district
[*] Added Lord Kar manor entrance hall
[*] Added some additional enemies to Lord Kar's manor
[*] Reworked some of the structures outside the front of the barbershop
[*] The chest reward for the hidden switch has been replaced with a new unique treasure
[*] Stocked the kitchens and various dining rooms with new food items
[*] Tweaked some of the ammunition and treasure balance
[*] Made the jewlery box in the pharmacy shop openable
[*] Improved some detailing and texture trims
[*] Fixed dumbwaiter not dealing crush damage
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[b]Area: Market Shop[/b]
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[*] Added attic area
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[b]Area: ???[/b]
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[*] The mirror beckons you...
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[b]Bug Fixes[/b]
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[*] Wax cylinders should no longer appear in the shop on difficulties that don't require them
[*] Fixed issue where AI would sometimes not react to suspicious objects like allied corpses
[*] Fixed issue where AI could rotate past their IK limits
[*] Fixed issue where AI could not break doors correctly
[*] Fixed issue where rapidly interacting with the attached key on the Goatman's back would create a glitched duplicate
[*] Fixed various issues with AI pathfinding not taking the correct navmesh links
[*] Fixed market gunshop clerk room door not being properly locked
[*] Fixed Batbarbers not facing the correct direction after a lunge attack
[*] Fixed issue where repeatedly examining an item would gradually offset it in the examine window
[*] Fixed several issues with fire propagation and contact fire checking
[*] Fixed bullet trails not correctly pooling and restoring
[*] Fixed issue where projectiles would not correctly play their loop sounds after pooling
[*] Fixed physics issue where players would be killed while crouched while riding an elevator
[*] Fixed various geometry and occlusion issues
[*] Fixed various description typo issues
[*] Fixed an async error when switching monitors in settings
[*] Fixed an issue where empty save slots could be deleted
[*] Fixed issue where pause menu would override input while in load game menu
[*] Fixed null reference with model dynamic attachments
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