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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[*] Crouch will now release you from climbable ropes and ladders
[*] AI Lure Behaviour has been improved to be more consistent and capture the target AI's attention more, allowing the player to more easily sneak by
[*] Improved consistency of AI Search Behaviour contact events
[*] Increased player exposure visibility at sprint/holstered speed
[*] Buffet cabinet doors can now be opened
[*] Vanity mirror desk drawers can now be opened
[*] Merchant now sees food items as junk and will no longer buy them
[*] Improved shader variant and process handling for GPU performance
[*] Improved CPU handling for sound propagation, entity components, physics handling, VFX systems, fire propagation, door colliders and global illumination renderers
[*] Improved optimization of Shadow Projectors
[*] Improved material pass handling
[*] Changed splatter particle for food items
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[b]AI: Rat[/b]
[list]
[*] Added initial critter behaviours like Scent Lure, Eat and Attack
[*] Added rat holes to allow rats to navigate around closed doors
[*] Added rat corpse item and pickup
[*] Improved various animations
[*] Improved rat hitboxes and collisions
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[b]Area: Coastal Fishery[/b]
[list]
[*] Changed Mr. Croup's initial safe dial values to prevent accidental input of easter egg code
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[b]Area: Coastal Caves[/b]
[list]
[*] Added a new shack and scaffolding to the main elevator chamber to allow alternative routes around huntsmen
[*] Tweaked huntsmen patrols to make them a bit more exploitable
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[b]Area: Coastal Cliffside[/b]
[list]
[*] Tweaked the cannon instructions to make it clearer where the required items are located
[*] Added additional AI jump spots and navigable areas
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[b]Area: City Market[/b]
[list]
[*] Added an elevator lever to the top of the elevator shaft before the Emerald Eye
[*] Fixed various geometry and clipping issues
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[b]Bug Fixes[/b]
[list]
[*] Fixed an issue where AI could spot suspicious targets like corpses in the dark from afar
[*] Fixed issue where AI to AI line-of-sight checks would not target the correct position
[*] Fixed issue where climbables would not allow the player to correctly jump off them
[*] Fixed exploit where weapon animations could be cancelled by opening the journal
[*] Fixed issue where framerate would notably drop when speaking to Oliver in the Market
[*] Fixed issue where the player could clip the crush trigger while riding the dumbwaiter in the Market
[*] Fixed handlantern light animation not playing correctly during draw/holster/raise/lower animations
[*] Fixed issue where Flare Gun would not stock correctly in the shop
[*] Fixed outdated save issue where shop item text would not load correctly
[*] Tweaked Huntsmen navigation base offset so they snap better to the ground
[*] Fixed issue where weather effects would not play outside the Slaughtered Goat Tavern
[*] Fixed some texture issues in the Slaughtered Goat Tavern
[*] Fixed issue where pixel gap filler shader wouldn't work correctly
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