- Improved cache handling of shader variants to reduce shader compilation stuttering
- Improved memory handling causing performance and stuttering issues over longer play sessions
- Creatures will now attack the Doctor if repeatedly attacked even while in an allied Beastform
- Creatures will now attack each other after repeatedly receiving friendly fire by other allies
- Replaced static medicine and alcohol bottles throughout the game world with interactive pickups
- Improved the visual FX of claw and blade trails for most creature attacks
- Added bundle variants for flaregun bolts and harpoons
Doctor
- Added Beastform Doctor corpse carry viewmodels
- Added Beastform Doctor swim animations
- Fixed shortcut slots not being cleared correctly and causing slotted weapons to change
- Fixed Canesword and Bonesaw guarding not always blocking attacks from very close enemies
- Fixed Bonesaw guarding not always playing the guard fx
- Fixed Bonesaw draw not being correctly flagged as a one-handed action
- Fixed fall damage not being correctly calculated while in a non-Batbeast form
- Fixed issue where repeatedly mantling/jumping in Batbeast Form could prevent attacking
- Fixed Crowman Beastform light gem not reading lighting data correctly
- Fixed Goatman Beastform getting stuck when exiting transformation while in a low ceiling area
- Fixed force physics when gibbing enemies while in Beastform
- Fixed weapon redraw not working when exiting Beastform in some scenarios
- Fixed some viewmodel lighting having incorrect light anchors
- Fixed handlantern viewmodel not having a correct animated motion configuration
- Fixed issue where Journal rendering when multiple inputs were pressed
Coast Fishery
- Increased the size of the cabin chimney
- Added handles to many of the interactive slanted window types
- Locked off the vent room beneath the cargo room... for now
Coast Caves
- Fixed wooden barricade being breakable by the Canesword and Bonesaw
Coast Cliffside
- Increased the size of the Lighthouse chimney
- Fixed 'Research Diagram' not correctly spawning when the laboratory opens
- Fixed laboratory bookshelf not correctly flagged as platform for its books
- Fixed roombrush in laboratory causing some dropped items to be silent
Coast Tavern
- Huntsman corpses can now be carried or gibbed for body parts
- Fixed Goatman being able to jump through the attic door and elevator shaft if blocked
City Market
- The chimney in the first Manor now connects properly to the outside
- Added handles to skylights to the blood altar room
- Improved texturing in the blood altar room
- Crucified Goatman will now spawn correctly on load and can be gibbed for body parts
- Fixed incorrect localization id for Market Waterfowl Tavern key
- Fixed elevator to the Emerald Terrace sometimes instantly moving back to its initial position
City Market Shop
- Fixed issue where using primary fire could trigger the buy action in the shop
- Fixed some items would not correctly print out on the Merchant's shop receipt
City Underport
- Fixed blood rain not correctly triggering on Blood Moon
- Improved performance of rain in some scenarios
- Added weather exclusion zones to some areas that should be blocking rain
- Fixed issue where mantling out of the electrified water at Lampfire Power Station would not clear the damage trigger
City Underport Hive
- Fixed Countess dialogue focus volume not being reset if player skips the Seal
- Fixed some lightmap issues in the exit saferoom
Bug Fixes
- Fixed New Game and Load Game not working correctly if a incomplete save is found in the save folder
- Fixed issue where flaregun projectiles would incorrectly bounce off surfaces or not affect targets
- Fixed projectile force not always pushing targets in the correct direction
- Fixed windows blocking projectiles even after being destroyed
- Fixed an issue where AI could path through a closed door if near a steep incline
- Fixed issue where Fishdogs and Rats could not hear player footsteps while sleeping
- Fixed Crowbeasts not being immune to acid damage (like from exploding eggs)
- Fixed metal doors and pickups not being marked as indestructible
- Fixed wooden planks not playing destruction fx
- Fixed issue where door crushers could damage entities that aren't the active blocker
- Fixed issue where traps could make non-flesh physics objects bleed
- Fixed flaregun light beam not correctly disabling when loading or transition levels while holstered
- Fixed issue where AreaPortals wouldn't correctly render the fog plane
- Fixed issue where air bubbles would not appear underwater in some bodies of water
- Fixed issue where sliding on a steep slope wouldn't limit contact momentum
- Prevent climbables from being grabbed while in Noclip mode