The Dirge v2.1 update is packed with enough eerie upgrades and chilling tweaks to make even the bravest Dirgeling shiver. Prepare to hear the sound of dread drop to the floor as items now make realistic physics sounds when hitting the ground—whether it's a ghostly wisp or a fallen wine bottle (thanks, Nanite, for stocking those extra racks!). Hillview Manor now has an unsettling distant town lurking in the mist, while Quetico gets a long gun loot spot behind some "killer" debris. For those lurking in the shadows of the lab, beware, the artificial lung sound in the labs is enough to send shivers up your spine.
In terms of changes, the team has been "vanity" fair with the new chair switch at the vanity. Pentagrams will now only appear with a task, so no more uninvited occult vibes—well, maybe fewer! Hillview’s kitchen and statuary hall are now relit, just to give you the perfect amount of "under-lit eerie" for your midnight creeps. And for those of you avoiding death-by-collision, mesh tweaks are here to help you navigate through the horrors more smoothly.
Performance-wise, we've cranked the terror to maximum while keeping the lag at bay. Hundreds of textures, dozens of materials, and large poly meshes like cars have all been optimized. Candles and fireplaces now use efficient lighting methods, cutting the number of light sources in the process—who knew the key to better performance was making things even darker? Quetico’s landscape has been converted to Virtual Textures, which means you'll be sprinting for your life with more frame rate stability. Plus, static armors no longer harbor AI spirits, so feel free to walk by without any ghostly tickering! Lastly, Evelyn's materials and meshes have been optimized too, making her even more ominously smooth in her haunting escapades.
[h2]Additions[/h2]
[list]
[*] Items now make physics sounds when hitting the ground.
[*] Added distant town in Hillview Manor.
[*] Added additional scenes for strolly.
[*] Added more wine racks in Wine Cellar (thanks Nanite!).
[*] Added Artificial Lung sound in labs.
[*] Adding long gun loot spot behind debris by cabin in Quetico.
[*] Added patio decor to Hillview Manor.
[/list]
[h2]Changes[/h2]
[list]
[*] Changed dinning chair to vanity at vanity.
[*] Pentagram should now only show with task.
[*] Tweaked collisions on some meshes.
[*] Relit the kitchen & statuary hall in Hillview.
[/list]
[h2]Optimizations[/h2]
[list]
[*] Optimized hundreds of textures.
[*] Optimized dozens of materials.
[*] Optimized handful of meshes.
[*] Optimized lighting in all maps.
[*] Added better LODs for large poly meshes like cars.
[*] Converted many standalone props into single actor Blueprints.
[*] Packed textures for one off assets.
[*] Deduplicated large textures.
[*] Dropped expensive water material for better optimized one.
[*] Converting Quetico landscape to Virtual Textures.
[*] Fonts now asynchronously load.
[*] Swapped out large Chinese/Japanese/Korean fonts for ones taking less disk space.
[*] Fixed fireplace VFX that was tanking performance.
[*] Removed places where two candles were placed where one would suffice.
[*] Added light profiles for more visual distinction.
[*] Reworked car headlights to use 3 lights instead of 7.
[*] Natural lights such as fireplace & candles use light function instead of timeline for better performance.
[*] Split basement architecture into different actors for better culling performance.
[*] Optimized tick of ammo displays by making it its own widget with timed conditional update.
[*] Static armors now have simplified BP instead of full AI that wasn't needed.
[*] Converted 308 clip from Skeletal mesh to static mesh as it's more performant.
[*] Skeletal meshes now disable tick when actor isn't rendered
[*] Optimized AI tasking to avoid ticks where possible.
[*] Optimized Evelyne's materials & meshes.
[/list]
[h2]Fixes[/h2]
[list]
[*] Fixing punching bag being wrong height.
[*] Removed some zero scale instances interfering with lighting builds.
[*] Fixed bug where Tesla would make noise even if off.
[*] Fixed bug where cabinet drawers couldn't be made into static for randomization.
[*] Adding missing balcony post in backyard.
[*] Fixed bug where you would drop 2 guns from inventory.
[*] Fixed Pablo's gun/hand placement.
[/list]
[b]Version:[/b] 2.1
[b]Build:[/b] ?