Merry Christmas and Happy Holidays! We have an update for all your festive needs (and bug fixes).
[b]General[/b]
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[*] Winter event has been extended to January 10th
[*] Added Winter attire for watchdogs, infected rats, crowmen, crowkings and crowbabies
[*] Added new Winter ambience for outdoor and indoor spaces
[*] Added Winter icicle props to some statues
[*] Crowkings and crowbabies are no longer marked as spoiler tagged entities
[*] Adjusted various sounds and the AI reaction to them
[*] Added player landing sound for glass shards material
[*] Slightly increased AI sight range on Full and Blood Moon
[*] Slightly increased AI non-alert dark vision range
[*] Adjusted several AI attack states to allow flinch/headshots to interrupt them
[*] Increased brightness of iron key pickups to be more visible in the dark
[*] Increased size of shader variant collection that are prewarmed on startup
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[b]Coast Fishery[/b]
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[*] Added some pickup bricks to Mr. Croup's office
[*] Added interactive crank recepticle and gate to power generator room
[*] Improved the geometry of the well cavern beneath the cabin
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[b]Coast Cliffside[/b]
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[*] Fixed drawbridge shortcut collider not correctly being set when raised
[*] Fixed some geometry issues with the barnhouse
[*] Fixed fort gate not raising to the correct height
[*] Fixed issue where the padlocks controlling the door to the cannonball storage room would not respond correctly
[*] Fixed some issues with the main city gate collision
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[b]Coast Tavern[/b]
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[*] Added some decal indicators to show the elevator needs power and some additional guiding lights
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[b]City Market[/b]
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[*] Added additional snowball piles to area
[*] Fixed several doors not correctly applying their lock state
[*] Tweak light culling distance for some lights around the barbershop
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[b]City Underport[/b]
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[*] Added snowball piles to area
[*] Fixed exploration music not triggering when entering the area
[*] Improved geometry and texturing in some areas
[*] Fixed water volume in sewer that was not activating correctly
[*] Added metal crates to crowmen sewer section to aid with the door timer
[*] Improved navigation in power station basement to allow humanoids to enter the flooded area
[*] Removed key in tram station that had no purpose
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[b]City Underport Hive[/b]
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[*] Fixed the shotgun pickup in the supervisor station locker disappearing on load
[*] Fixed some navigation jump links not being correctly usable by crowmen
[*] Added empty valve recepticle on the other side of the waste treatment gate door
[*] Improved geometry and texture work of engineering area
[*] Added additional signage and hints of goal around engineering area
[*] Oil drums around the finale area now correctly change state on the harder difficulties
[*] Sealed the area beneath the elevator platform more thoroughly for the finale sequence
[*] Flagged several nearby stalagtites as non-mantle-able near the finale elevator
[*] Added buttons to the top of the finale elevator to call or lower the elevator
[*] Fixed incorrect sound and weather room configuration in some spots
[*] Fixed some sound emitters not working correctly
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[b]Bug Fixes[/b]
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[*] Fixed Winter hats not correctly appearing on huntsmen, fishdogs, batbarbers and rats
[*] Fixed issue where snow would appear in several indoor areas
[*] Fixed issue where snowballs would not correctly apply the blind state duration
[*] Fixed issue where chests would collide with world geometry and not open
[*] Fixed active music not loading correctly after saving the game via the save slot menu
[*] Fixed vent doors not being interactive after opening
[*] Fixed AI not updating their search state to new contact detection events
[*] Fixed AI not correctly applying their sense proficiency overrides
[*] Fixed some instances of AI not correctly checking for door states or applying their door block status
[*] Fixed issue where the canesword would not detect the correct body material of dead huntsmen props
[*] Fixed crowking not fleeing when on fire
[*] Fixed fire sources not correctly loading their save state
[*] Fixed physics objects duplicating after parrying a throw projectile
[*] Fixed several issues with chokebomb/chokebolt saving and loading
[*] Fixed issue with ceiling windows not correctly updating navmesh and physics collision after being shattered
[*] Flagged pickup harpoons as not mantle-able to prevent physics issues
[*] Fixed some issues where pickups would have the incorrect stack size on spawn
[*] Fixed various instances where ladders would have the incorrect material sounds
[*] Fixed various issues when multiple valves are linked to a single sliding door
[*] Fixed issues with water flow values not being applied correctly
[*] Fixed issue with 'spawn item' command when spawning unloaded weapons
[*] Fixed some sound portal and propagation issues
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