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.
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]
[list]
[*] 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]
[list]
[*] 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]
[list]
[*] 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]
[list]
[*] 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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