Note: Expect an increased game file size due to the new HDR lightmaps.
[b]General[/b]
[list]
[*] 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]
[list]
[*] 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]
[list]
[*] 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]
[list]
[*] Added new kitchen and hammock area to the lighthouse
[/list]
[b]Area: City Market[/b]
[list]
[*] 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]
[list]
[*] Added attic area
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[b]Area: ???[/b]
[list]
[*] The mirror beckons you...
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[b]Bug Fixes[/b]
[list]
[*] 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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