With many new players after the Mandalorian review, the amount of issues discovered also scale. (Although the issues are happily of the more innocent kind)
The fps-system for the last update was quickly made, so this should be a little improvement. The framerate cap for the game is now 144fps. This also applies for already installed games. The framerate can be set to 'free' in the main menu settings if desired.
If the framerate is 'free', there will be a fps-meter visible for a few seconds in the left corner for each load. This is to alert those players about potentially silly high framerates.
Added some rocks to prevent the possibility of getting stuck under the church in Deadwell.
Fixed a zipline-issue, where the player collision was enabled a bit too slow. If jumping while exiting, it could make the player fall through the landscape at certain places.
Fixed a floating tree in Fallcrush.
Tweaks aimed towards high fps issues
People are getting better gpu's over time, so very high fps are starting to create some issues. I've decided to still keep the framerate free by default. But the game then has no fps-breakes, other than 100% the gpu. This can affect the physics systems, and perhaps some other issues as well.
Granite Gash and Hypothermia waste will display a info message if >280 fps. The message is telling what to do if movement bugs out, due to limits of the Unreal 4 physics engine. Realisticly, this probably happens at >500 fps.
The start menu will also give a similar message if > 280 fps is detected.
The start screen will also display the current fps in the corner. It should inform the player to clamp the framerate if the value is way over what the monitor can display.
In the settings menu, the most common fix for graphical and mouse allignement issues are permanently displayed as a tips.
Moved a blocking volume in Ravenfen. It was possible to get stuck behind it.
The doppelganger will return to origin location if it should fall through the landscape. This is extremely unlikely, but it was good to include it in this update.
A few tweaks and fixes
The bow now buffers the shoot-mouseclick, so if you shoot just before reload is finished, the shot will be executed.
The return-sign from Drowned veins had the old stand-in name 'Riverhill'. Has been fixed to 'Deadwell'.
Two exploits where you could, by some acrobatics, reach places you shouldn't, has been blocked.
I'm sure there were other fixes as well, but I cannot remember what they were this moment; )
A little amendement to recent update. Slingtweak!
The sling has been altered a bit. Now it will automatically reload after a throw, and start swinging again. If you want to lower it, just rightclick mouse, and it will be lowered after reload. This was done to make it a bit faster, and to always keep it loaded.
Accumulated tweaks!
The flying witch in Sourwood has reduced some health, and the plank labyrinth have become wider and without un-neccesary gaps. Too many people felt frustrated about falling into the water.
The witch in Deadwell has reduced some health. She isn't very hard with an ideal strat, but she could be a big speed-bump for people.
The white ghosts in Deadwell also has reduced health, and the lightning can't reach as far now. As an early boss, too many people saw her as a bit too hard for that part of the game.
The troll-spider in Granite Gash displayed wrong amount of health.
The weapon menu displayed the wrong mouse buttons for shooting and lowering.
Pressing '+' will toggle displaying some simple stats. For debugging and such.
Fixed a game freezing bug + some menu cleanup
If the player had three empty weapons in the slots, and the fourth was spear - emptying those as well and then scrolling several times could create an infinite loop (game freeze). Fixed!
Main game menu + settings + pausemenu has been reworked. This was done to better fit a 16:10 menu format. Also, the settings-menu had become a bit cluttered after a lot of additions
Fixed some rare, but important bugs
If saving while jumping, it could happen that the player experienced 'fall death'. A value was being wrongly modified. This was very rare. Has been fixed.
When exiting from Under Nokkpond, the lifting-out-of-water system could skip past the player. This was also very rare. That system has been replaced by a spline-system, which should be solid.
In Fallcrush, the player could spam jump while climbing the line up the steep hill. Eventually, the player would exit the system and fall to death. Jumping has been disabled while using this.
In Darktroath there was a gap in the drowning plane under the maelstrom. Now it is fixed, and there is also a bit more generous safe space when reaching for the flask post.
In Primordial Abyss the player character would not face the correct direction when loading. It was rotated by a value in the level, and this was added to the saved value.
Many of these bugs was discovered by a speedrunner. For making it more comfortable, the Bear Crossbow is given to the player in Granite Gash if it isn't picked up earlier. Many enemies there are made to be killed most effectively by this weapon, so not having it is a big annoyance.
Some small accumulated tweaks
In Ravefen, the message near the exit has been reworded to 'Have I found a Bow and a Shield here in Ravenfen?' The previous message could be a bit confusing.
The spider-spawners in Granite Gash has reduced health and a bit slower moving speed.
The jumping spiders in Forest path had an issue, which could make them spin or jerk. It was caused by some of them having a rotation in the x and y axis, while movement was restricted for the same axis during movement.
The big trapdoor spider in Granite Gash has been health-nerfed by a little value.
Many tweaks, new fov value available, removed part of Rune crystal puzzle.
The game is made for 120fov, but there has been added a 105fov mode available in main menu settings. All weapon sights has been adjusted to also be accurate in this mode.
Added two signs in Nokkpond pointing to each side of the pond.
The pickup-hitboxes for items are a bit larger now.
Renamed the Note sheet to Music note sheet.
Added message Under Nokkpond that [jump] is available.
Added a message for the bridge in Granite Gash, saying it can't be pushed down. This should lessen the confusion when later prompted 'a ladder has fallen down'
Fixed an area that allowed the player to walk 'under the river' in Granite Gash.
Added more torches in Marebog, and added wider hitbox for the logs over water areas here.
Fixed (hopefully) the possibility of an undead bandit getting stuck while rushing out from the Greenslit fortress.
In Drowned Veins I have removed two rune crystals. Only the one in the spider depths is still there. I realized it just added a lot of unneccessary backtracking. Added two permhealth items in place instead, making the total amount for the game 77.
Sorry, just a small edge-case related to previous fix
Found a way the previous fix could cause a problem, so just patched that part