Patch Notes
Here you will find the latest patch notes. Important changes will be bolded. Some internal codenames will be used for places/things.
Version 1.061 - Released on November 11 2024 - 26 changes
Added a new immersive main menu - Starting/resuming a game and selecting your difficulty is now all done in a playable space. This fits in more with the “no UI” pillar of the game and is more flexible for future updates.
Fixed players taking fall damage if they jumped through a portal
Branched the Boar AI so they are less likely to juggle the player. They attack and then go a random distance away before charging again instead of staying right next to the player.
Adjusted the weathers right as night starts/ends to not get quite so dark.
Added UI tips about the bow runes/health icon to both the Options screen and the Death UI.
Updated localization to fix all the missing strings.
Refined cliff collision even more so that players wouldn’t clip through parts of it.
Fixed wiggling Redwood trees
Made the first quiver easier to find, removed some trees and made some elements taller
Slightly reduced Wolf and Horned Beast vision
Increased the minimum spawn distance some
Fixed a case where collecting Sense Powers would block a legendary creature from spawning until you reloaded the game.
Fixed creatures that would freeze in place when you look at them that would spin in place
Adjusted the Full Thumbstick Press logic to work correctly with diagonal presses.
Fixed Nightvision not activating if you loaded a save at night
Adjusted the bow runes to adjust with the time of day so they aren’t so bright at night
Adjusted the exposure mask to only care about the center of the screen so that things at the edge like bow runes don’t mess with exposure
Made the Noise/Visibility Meters dimmer at night as well
Brightend the shadows for the Desert weather in the intro, they were too dark
Skewed mid-range auto-detect to the correct settings, it was going to Epic when it shouldn’t.
Added some tips about the Bow/Hand runes to the Options and Death screens
Updated the navmesh/hlod based on latest art changes.
Renamed Jump to Dodge Jump in the menus to make it more clear that is what it is for
Replaced the main menu with a simplified menu now that most of it exists as an ingame space to explore.
Fixed the noise meter light never shutting off and the light flickering when sprinting.
Fixed a case where the currency burn in sound would never stop
Version 1.051 - Released on November 4 2024 - 10 changes
Changed the default magic type so that people loading an old save before equipped Magic Type was stored default to the Earth Power, which is the first one that is unlocked.
Increased the Boar attack cooldown to prevent multiple hits and also reduced their vision to 60% of the previous value.
Made sure that Rock Slam could hurt creatures when you land directly on top of them. Adjusted some arrow logic to make sure this doesn’t break anything since it now blocks some additional traces.
Made sure that Screechers were not rotating in place. This was a side effect of some logic to get creatures who were stuck out of where they were.
Made sure that all unlocks are refreshed when loading a save. There were some cases where depending on where you were and how things loaded where you could re-loot objects. Existing saves are fine, there was no corruption issue.
Destroy arrows when the Nucklavee respawns, this was causing a lot of strangeness trying to spawn a creature on top of arrows. Duplicate arrows could be created, physics could freak out, etc.
Made the Lurkers not hop. This was another side effect of logic to unstick creatures.
Set the player to be temporarily invisible when loading a save to prevent fringe cases where loading a Pacifist save would cause nearby creatures to aggro the player for a bit.
Reduced the low end of the Dodge Jump. The initial dodge jump doesn’t go as far but the high end is the same.
Made the sound meter not blink and instead just adjust based on what’s happening so it’s less distracting.
Version 1.05 - Released on November 1 2024 - 38 changes
Fixed some cases where your Death Energy would fall through the world or get lost when you loaded up a save.
Fixed volume sliders/a few other things resetting the first time you used the options menu.
Birds now disperse if you loot the energy beneath them
Magic power towers have the glowing particles above them shut off after you have collected the magic power. Confirmed that all other items shut off their particles as well.
Creatures now move towards you while you are in the air.
Added a way to permanently kill the Nucklavee
Fixed the hotkeys breaking in Photomode if you clicked and dragged with the mouse.
Added a slight delay after you go through a portal before creatures will start to perceive you.
Fixed a crash in Photomode caused by DLSS by upgrading the DLSS plugin
Buffed stealth more. Arrows/knives make sounds that don’t travel as far (reduced by more than 50%), sprinting is not quite as loud (was 2x, now 1.5x), crouch is a bit quieter (was 33% now 25%)
Expanded the randomized radius that creatures search for sounds at. The further away the sound is, the less precise their search will be.
Fixed an issue where if you quit the game while outside of any valid region (which only happened if you went climbing over cliffs/jumping down holes), your save would no longer have a valid respawn. Reloading it and picking “Abandon Hunt” to force a respawn will fix it.
Added a kill trigger in the gap in the cliffs between the Forest and Swamp
Did a pass on the arrows in the world to prevent the “Arrow Full” message from getting stuck
Latest Steam Deck update fixes the crash loading between levels (such as loading to the end of the game) If you run into this, make sure your Deck is updated.
Made the Multitude use the Teleport instead of Move function so the player is not moved to an invalid spot where they get stuck.
Made sure that if you kill something with the Rock Skin crush it will unlock the Statue/Journal entry
Fixed text that was cutoff in some of the menu dropdowns
Fixed sensitivity not saving. It was just pulling the current value not the one from the save.
Updated the portal images on some of the newer portals that were added recently
Scaled how much the sound meter goes up based on your Stealth stat, so if your stat is higher, the meter does not go up as high.
Adjusted the scent particles to only adjust visibility based on if you’re downwind or not, the view angle no longer matters.
Save/Load which Magic/Arrow you have active
Put the “Save Bug Position” button back in. This saves the camera position and rotation to make it easier to track down things like floating trees/rocks. This goes into BugComments.sav in the save folder.
Adjusted the Epic Store login flow to be more robust if you ever get logged out
Extended the distance that the Redwood trees move with the wind and made sure the trunk now moves with the wind as well, that was not supported when those first went in.
Added a note that the FPS readout is wrong if you use frame generation
Added a periodic check to make sure the holster doesn’t get stuck out if you sprint by the restock portals and spam the quiver check button. You could sometimes end up with four arms.
Adjusted the “Tick Manager” that optimized how often creatures would update to run better. Larger creatures need to be further away before they use large values. This stops stuff like large golems looking like they are moving like stop motion characters.
Adjusted how the “Last Played” date is displayed, if it had a single digit (such as 9) it would show times like 10:9. Now it says 10:09 in these instances.
Refined the collision of smaller rocks in the forest region.
Repeatedly pulling the trigger/clicking while you have the sledgehammer will now only trigger a spear attack. You have to actually hold down the button to trigger the Sledgehammer.
Made sure that the icon that indicates that you can level up doesn’t show a false positive when you have a stat at the Max level.
Adjusted the damage vignette around the edge of the screen to not show up until 30% damage. This way you don’t stub your toe and have it already a bit harder to see. This was especially an issue in the dark.
Added a distance cap to how far Metal Arrows will pull in Primitive arrows, also don’t do it for ones placed in the world. This caused some strange behavior and also even some slowdowns/crashes.
Fixed the Use Key not showing the correct key in all cases.
FOV adjustment wasn’t working for the Photomode Free Cam, fixed it.
Added a failsafe on flying arrows to get rid of them if things broke and they started to circle the player forever making a whoosh sound.
Version 1.042 - Released on October 29 2024 - 12 changes
Fixed instances where the game would claim “No Save Created Yet”, in all cases saves were actually occurring, but would sometimes display this message incorrectly in the UI or stop saving just until reaching the first safe zone save. Now it always shows correctly if it has saved and the autosave will never break.
Fixed a major performance hit in the Crimson Abyss. Certain creatures were getting stuck, spamming the error log causing a huge performance hit. This has been fixed and they no longer get stuck.
If you die, you now spawn closer to the region’s portals that you died in.
Increased the maximum amount creatures can depenetrate from geometry in case they get stuck, this caused persistent bad FPS when it occurred.
No longer show the helper particles on arrows that are placed in the world. These are at set locations so it is not necessary.
Fixed the player getting stuck crouching in the water. The check if something was over the player’s head was done from the middle of the body, which was usually fine. Unless there’s water, that broke it. Now the check is done from the player’s eyes.
Specified that Hard mode is for the “truly hardcore” and has “way more monsters” because some people were picking Hard Mode and being surprised at the number of monsters. It’s primarily for New Game Plus people or experienced players who want a new challenge.
Added a button to go to the Save Backups folder just in case so people don’t have to look up online where it is.
Fixed an inconsistency in where Photomode photos were being saved and the button to open the Gallery. They are now both in the same spot.
Stopped the player from wiggling the camera at the very end of some camera shots in the intro, accounted for the time to fade to black.
Branched the stone boulder off for the player’s magic and the world. The player’s one uses simpler collision that interacts with AI/the player better. The player should no longer get stuck in it now.
Latest Steam Deck update causes the ending to longer crash when loading to it.
Version 1.041 - Released on October 28 2024 - 8 changes
Adjusted rainy weather so sky is not so bright compared to dark foreground objects. Much easier to see now
Cut the likelihood of the Boar spawning in half
Health altar by the first area with water wasn’t centered, now it is.
Added more details to the journal entry about locations about what to do to find things and how entries about monsters/powers/items will end up in the other sections
Glowy/dark particles do not show up on arrows stuck in creatures, they are not hard to find, too distracting.
Added depth fade to the arrow particles so they don’t have a harsh cutoff with intersecting geometry
Made rain impact the perception of the creatures (smell, sound, sight) and how loud your footsteps are.
Fixed an issue where the New Game button would break if you never configured anything in the Options menu
Version 1.04 - Released on October 27 2024 - 20 changes
Added a portal out of the swamp if you go straight. Instead of going around some people would just go straight into the cliffs and get stuck in the Swamp. This leads them back to the forest.
Made the Fire Arrow altar location a lot more obvious. Added a path of stones to it, cleared out trees for certain sightlines and added an Obsidian Skeleton leading the way.
Made the Metal Arrow altar location a lot more obvious. Added large scale things to draw the player’s attention as well as Obsidian Skeletons leading the way.
Adjusted the lighting to be less contrasty. Boosted all of the lighting by the sky. Reduced the amount the sky lighting is lowered on low spec machines.
Toned down bloom on the bow/runes. It now takes time of day into account an gets dimmer at night. This way it doesn’t blow out when it’s dark, but it’s still visible if it’s bright.
Creatures that die from fire now place a fire
Scaled up the effects on arrows as you move away and added a brighter particle as well. So now there are both bright and dark particles that scale up as you move further away. Making it far easier to find arrows.
Made footstep sounds quieter (the actual sound, not how loud they are to AI, that was done in a previous patch)
Cut the highest GI setting, it’s not performant enough for current hardware and is barely any different visually
Fixed the formatting of the tooltip text, it was anchored wrong and was inconsistent between different resolutions
Fire arrow journal was written in first person, said "you" not I, fixed it.
Scent tracking and Poison Breath journal images were switched, fixed it.
Made the ultrasonic sound way quieter
Couldn’t loot arrows at the block POI near nightvision in the back - Added restocking stations instead.
Fixed the Desert portal that always looked like it was unlocked even though it wasn’t
Added an extra way to get up time bubble puzzle on mountain to make it less reliant on the special trick.
Shifted arrow the unlocks in the Demo Area to make health unlocks happen more easily
Made sure that the full thumbstick press multiplier applied to the vertical as well as horizontal
Fixed 8 looking like a 9 on the rune digits.
Fire’s sound event that attracted AI was a lot louder than a regular arrow, cut this and just made it based on material with stone being louder.
If you pressed left with a Gamepad on the difficulty selection, the menu would break. Fixed this, had to do with the confirmation screen after this.
Version 1.03 - Released on October 24 2024 - 19 changes
A new pre-intro tutorial area was added before the main intro kicks off so you can take your time before diving into the intense metal intro!
Stealth was buffed
Overhauled the cliff collision so that it is impossible to go inside of them.
Thinned out the spawns significantly in the starting area
Adjusted the logic for how creatures get unstuck
Fixed and issue where some settings would reset going from the Main Menu to the game
Fixed an issue where the spirit arrow would break the fog in the game
The Fire/Strength stat now lowers falling damage
Tweaked the exposure settings so that things don’t blow out so much if you’re in a heavily shaded area
Added fullscreen support. Note: Borderless windowed is still the preferred method since it doesn’t cause issues with Windows when you alt tab and doesn’t have issues losing focus of the screen when switching resolutions. If you have performance issues using your native monitor resolution you should consider using DLSS, FSR or XeSS. This also is better visually.
Added the ability to adjust the Dead Zone and Full Press Thumbstick Acceleration amounts for controllers.
Godmode is now turned on the instant you touch a portal so you can’t die in the .3 seconds it takes to fade to black
Nightvision turns out 30 seconds past dawn to account for the time it takes to transition from night
Adjusted how arrow hit detection works so that even at low framerates and high speeds with the best bows, it’s impossible for shots to go past something and not hit them.
Fixed an issue where the Timid AI archetype would not run away if you were inaccessible.
Adjusted the placed fog material so that it doesn’t sort strangely with fur
Fixed the melee tooltip saying “None” in some cases.
Blocked restock sounds and sprinting when in camera shots during the Intro
Thinned out spawns heading down from the demo area
Version 1.02 - Released on October 22 2024 - 1 change
Fixed Epic Store achievements.
Version 1.01 - Released on October 22 2024 - 11 changes
Made stealth scale how far creatures can spot you from based on your stealth level significantly more.
Buffed stealth audio scaling even more as well, you can now get even closer to creatures before they hear you
Updated all the portal images to show the correct area
Put in a certain easter egg in a certain place
Made heartrate rise in the air - It was too easy to abuse jumping and letting go of your movement keys to preserve heartrate.
Add world details to reflect the first journal story
Added a skull arch headed towards the third region
Don't say FULL VERSION on Main Menu, just leave it blank
Final Hlod/Navmesh generation after more world changes
Fixed Epic Store login on the Live build
Fixed all the floating trees/rocks that I had logged, primarily from Private Playtesters.
Version 0.992 - Released on October 18th 2024 - 16 changes
Fixed certain cases where the dodge jump would have inconsistent results and make you jump WAY farther than intended. Note: The dodge jump is still meant to be a larger than normal jump to dodge creatures. However it was sometimes going even further than that. It is now consistent.
VSync now saves and applies correctly
Reduced a bunch of the footprint spotting distances for creatures
Fixed journal formatting if you switch languages while the game is running
Fixed cases where the controls would not behave with the Sprint Toggle Off
Fixed the main menu music from playing twice if you backed out of the options menu
Made regular arrows trigger REDACTED if on fire.
Ragdoll pass on REDACTED
Split head bob off from regular screen shake and made it its own option
Added a death tip after the third death reminding the player that they can change the difficulty at any time
Got rid of the Epic preset since it doesn’t run well on much of anything yet and shifted the naming conventions to more accurately reflect what they are for the presets.
Periodically refresh the tick manager to prevent edge cases where creatures would get stuck at a low update framerate
Found the source of 100% of the crashes submitted to date. Additional notes can be found here but the TLDR is to turn off Anti-virus software/whitelist the game or run the game in Administrator. It’s an access violation crash.
Confirmed that all Steam achievements are unlockable without cheating
Inceased max concurrent sound count to 128 to prevent some cases where sounds would clip out
If a save is corrupted, it will now find the most recent backup that is valid and use that as the save.
Version 0.99 - Released on October 17th 2024 - 33 changes
Adjusted turning logic so creatures don’t get stuck
Lowered tree golem perception distances some
Buffed stealth a bit, made the initial (not leveled up) crouch sound distance multiplier .3333 instead of .5 and leveled up footstep loudness multiplier was .5, now .25 at the max level.
Dots for number of healing items added to the flag so you can more easily see how many healing items you have.
Add controller deadzone and increased turning speed if you push the stick all the way
Creature energy could get stuck inside stuff - Don't do visibility check on creature drops, you just have to get close
Fixed some cases where creatures would jump because they thought they were stuck but they were actually just turning.
Renamed graphics presets to more accurately reflect what they are. For instance, the previous Epic is “Absurd” because it’s more future facing and not recommended for most people if they want a good framerate.
Option to disable UI Tooltips and Tutorials
Make UI text easier to read
Thin out starting area spawns a tad
Change volume at main menu BEFORE playing intro song
REDACTED sound doesn't adjust with global volume-missing sound class, added it
Mademain menu music quieter so it's easier to hear me talking or temporarily adjust it and adjusted timer on the warning yes/no to be slightly longer
Lower default volume a tad
Couldn’t activate some of the REDACTED statues with E, double checked them This was just the result of when the journal was messed up, works fine now.
Noise meter wasn’t working in pacifist - Easy fix, it was just not updating the decal or doing rumble when "invisible" was on, which it was for pacifist
Made pressing aim put the quiver check down
Made arrows easier to spot for red/green colorblind people - Added dark particles around them, nothing else works, need light and darkness for it to work for all scenarios. A hue shift would do nothing since the game uses so many different colors that would be an issue still in some scenarios.
Checked out collision on cabin in forest with open top - moved a few to prevent it from blocking arrows
Adjusted arrow bounce so it doesn't go so vertical - Clamp the vertical axis on the velocity vector to .25
Can’t draw bow after quiver upgrade - Fixed the logic a bit so this doesn't happen
Adjusted the size of the ring on the hand a bit to not float/clip
Quiver/wind check toggle added, made sure aim/fire releases it also, also saves the setting
Forced max volume to .9 to prevent clipping - Clamped it to .9 in the UI and clamp it in the functions for people with old settings.
If you have A as activate instead of Y, it auto-bought the upgrade - Made sure there's a bit of delay before accepting an input, half a second.
Going left to No makes it act like you pressed yes, forced the focus in the level up confirmation screen so it activates the correct button.
Level up and pickup journal tooltips don't show rebound keys - Fixed the gamepad but the keyboard one was showing up blank so just hacked it in to say E for now. (Added a post-ship bug/depending on how fast I get through stuff)
Added input delay on arrow switching, sometimes people would double skip (especially if the mousewheel was on smooth scrolling), did it for magic also but not as aggressive since it's not on the mouse wheel by default, harder to do.
Evalulated fire fog contribution - general one was fine but specific placed lights in the world was too high, lowered it.
Sealed up more cliff gaps where you could get stuck
Spirit arrow tip is blank for what controls if you load in when it's active - Don't do it for the first 15 seconds so an input method is determined and everything is loaded. It's a fringe case anyways and the tip would have already shown before if someone quit when it was going to show.
Update hlod/navmesh
Version 0.983 - Released on October 14th 2024 - 1 change
Added missing translations
Version 0.982 - Released on October 13th 2024 - 4 changes
Voiceover audio for intro warning for people who dislike reading
Added “a solo indie game by Nate Purkeypile” at the top of the main menu
Added more of the private playtesters to the credits
Made stone flesh mention the fact that it does area damage when landing from a fall
Version 0.981 - Released on October 11th 2024 - 4 changes
Made journals load from saves correctly - Pages were missing.
Lowered the strength of the Hunter in the intro so the jumps aren’t as extreme at first.
Lowered the base jump slightly but increased the high end once it’s leveled up to compensate for it.
Different times of day during the intro shots at the hay bales to show the passage of time better.
Version 0.98 - Released on October 10th 2024 - 23 changes
Unlocked energy now loads correctly. It was getting zeroed out when loading a save.
Removed the blue outline on selecting things in the options menu, added support for Gamepad highlighting of all the different option types (dropdowns, checkboxes, etc.)
Added support for Reflex w/ Boost for DLSS, this results in less input latency, particularly with Frame Generation.
Set FPS cap to 60 by default to prevent potential thermal issues. People can raise it if they would like.
Holding aim after melee takes longer to aim than it should - shaved off .25 seconds
Spent a bunch of time investigating a “real” fullscreen mode. This is very buggy and causes windows to freak out, Unreal also doesn’t keep track of it correctly so it flip flops sometimes. Decided to cut it for now. The game looks better and behaves much better using the Native Resolution and resolution scaling. The UI was also getting distorted with some resolutions. If you disagree with this and have feedback, let me know, but it is cut for now.
Adjusted how dark the sky is on the “Low” setting compared to Medium and Up since Lumen is off. It is now a bit brighter on Low Spec machines.
Change where cursor is forced to 0,0 causing some problems, put it in the middle
Made sure arrow keys aren’t rotating camera - Removed those key binds. Nobody should be turning with the arrow keys, it’s not 1993 anymore. :) (Feel free to reach out to me if you actually do use this, currently it doesn’t exist as an actual keybind you can change)
Brightened sky lighting on the Desert shot in the Intro
Removed a spawn that was in a rock in the Demo area
Don't do crouch resting heartrate lowering if the player is in the air. It was an exploit.
Critical sound didn't have a sound class so it wouldn't adjust the volume, fixed it.
Sprint shouldn't impact heartrate in air, this also helps balance out the crouch/jump exploit not being there.
Can’t get through hex rock gap by where unique REDACTED spawns, removed some rocks
Make sure desert isn't overbright - reduced the bloom a bit more.
REDACTED breaks if you're up close to it, similar to the shadow artifacts-Adjusted displacement center from 1 to .5 Adjusted it and added rocks around the base
Got the kill all creature types achievement on mountain before killing unique REDACTED - Easy fix, REDACTED was in there twice instead of REDACTED
Block spirit arrow for the Ending
Sky is dark but near stuff is bright on snowstorm on second gate from the top during the day-Changed the fog exctinction scale
Crosshair preview in the UI so you don’t have to keep opening/closing it to see the crosshairs
Lose bow enchantments on death
Invisible trees - Don't density scale the foliage in the forest with collision, the collision sticks around
Version 0.972 - Released on October 5th 2024 - 41 changes
Added a warning about the tutorial to make sure people are prepared for it.
Creatures still do the spine twitch when jumping up in the air - Disabled the custom finterp when velocity was 0, that way the value just sticks and has a consistent finterp
"Quality" preset on DLSS didn't work - Fixed the logic for how DLSS presets are set and also fixed a few cases where it could get stuck on or off.
Rearrange controls options so it's easier to navigate with a gamepad
Increased walkable angle on cliffs so it’s easier to climb on them and/or get unstuck.
Another pass at dodge jumping on hills to make it more robust. Tweaked logic of this to not go up quite as much when going downhill. This makes it less likely you chuck yourself and take fall damage.
Added exceptions for Chinese, Japanese and Korean to use fewer lines on the journal formatting. Setup logic for Chinese, Japanese and Korean to split up lines based on character count since they do not have spaces. Also setup monster journals and item journals to format since some go over the line count. Manually formatted the core journal pages to not go over the character count for Chinese, Japanese and Korean. All of this means that now Chinese, Japanese and Korean display correctly in the journals now.
Brighten sky bounce on low more-Reduced the sky divider on low from 3 to 2
Add more rocks along border of top region to make sure there's no weird gaps and do another floating rock pass around the edges - Update hlod/navmesh after this.
Add bit about how creatures can't see your spirit arrow light
Controller style is blank until you pick one-Some people seeing PS text even with xbox picked. Set default to Xbox
Adjusted UI outline on text to be more than one pixel
Playtime/saved time isn't correct at first, this works now with the temp string for no save.
Creatures still going aggro in photomode-Ignore player perception events if in pacifist.
Mention more/less monsters on difficulty select screen
Possible to have quiver and bow out at the same time by spamming buttons-Added a block on aim if trying to quiver check
Crouching while Sprinting with Toggle off for both REVERSES the Toggle for Sprinting until the player crouches again - Added more state checks with the sprint/crouch toggles to prevent weird states.
Add some to Rowan Cross entry about Horned God tattoo
Doubled freecam max range from 2500 to 5000
Added note about invisible walls
0 cut off on some slots for the time - Expanded the new/continue game slots horizontally
Music volume not saving, resets when you load the save-Force volume settings after initializing the sliders.
Added ambient sound to main menu
Disable extra collision capsules sooner on creature death - Moved where this bit of logic is so it happens earlier.
Show numeric value of all graphics options - Did this just for screen percentage, the others are arbitrary value sliders and not that helpful.
Weather changes with a flash after leaving intro cave - Was not blending the arrays on the blender weather function so it would just pop once it got to 100%.
Speed up freecam in photomode
Button to open to photomode folder from the gallery view
Added crosshair variants. Also general settings not loading correctly and some strings (including this) were not correct on initial load, fixed this.
Person got stuck near edge of the forest - Fixed this spot and cleaned up the area
Some characters flickering in the journal in Korean and some journal pages get cut off-not seeing the flicker anymore.
1920x1080 monitor didn't autodetect-autodetects fine on my end, possibly weird user settings. Keep an eye out for it.
Can't always pick up first two journals-Made journal collision even bigger
Scaled down the Japanese menu font, energy lock in tip gets cut off
Version 0.971 - Released on October 2nd 2024 - 32 changes
Closed up the ceiling of drawing lodge in the intro, it made weird shadows.
Cut the default sensitivity in half.
Adjusted the intro text. Made it bigger. It only talks about how it’s set to music and moves the player now.
Blind horned beast puts out a wolf howl. Fixed. It wasn’t branched from the default Horned Beast.
Intro Blind Horned Beast still not running when shot-Lowered flee ignore distance to 0. Was 3000
Move Abandon Hunt to main options menu so it’s easier to find.
Can tap jump really fast to jump extra high-Added a delay. Can only jump once a second
Global volume setting not saving between quit and game reopen despite being visually set - It's not actually setting the global volume despite looking like it did. Made sure this actually set the value on load.
Alternative voice sounds not impacted by global volume slider-Same bug as the last. They are impacted by it.
Unique horned beast statue is in the wrong spot – Slid it back over.
Adjust spline on large snake, pinches a bit near the swamp
Add another failsafe teleport toggle under Lodge. There’s now three just in case the player somehow gets under there.
Smell power is in the wrong spot in the lodge – Moved it near the Swamp region’s stuff where it’s actually at. Moved Breathe Poison to the middle.
Greenman statues in lodge facing the wrong way – Replaced the blueprints which somehow had corrupted offsets.
Added more teleports to the Lodge in areas you shouldn't have access to as a failsafe. Disabled these when a region is unlocked.
Don't close the book when a player jumps in case someone rebound a button to RMB
Increased # of journals to pick up before tooltip goes away. Was 2, now 8.
Thump sound when changing chapters-Disabled the failure sound call on magic and heal if the journal is open and reordered how the healing checks work so it checks if the journal is open first.
Fixed floater light in lodge in forest area, fixed a few in the Swamp area as well
Show how to skip chapters in UI, currently this is not localized.
Added a Patch Notes button. This is currently not localized.
Screenshake for holding bow back too long even if screenshake is off. It’s unclear that the player shouldn’t be doing this otherwise. Might do something else later but for now this is back in. All other screenshakes remain disabled if the option is toggled.
Spirit does NOT adjust energy pickup distance anymore, removed the text in the journal across all languages that talked about this.
Screenshake was too big when you get a power, can see into arm holes. Reduced the amplitude significantly.
Smoke on placed fire comes in and out as you move close/far, can see it at the placed one in the demo area - Adjusted the smoke LOD to not be so aggressive now that the spread fire is branched and there isn't nearly as much of the smoke.
Figured out why some AMD cards crash, uninstalling their optional Radeon Software fixes the crash. Let AMD know. Seems to be a general Unreal problem, other games have this issue as well.
Integrated the rest of the journal art
Standing on a corpse when teleporting or between intro cuts would cause the player to go flying and end up where they shouldn’t. Added a second call to place the character and zero out their velocity after moving them the first time to make sure no latent velocity additions are there. Fixes the problem.
Set UI button texture to never stream, shows up blurry sometimes briefly otherwise.
Take a look at spawn distribution near foggy/water area in demo area, maybe too high - Slightly adjusted it.
Adjusted the low percent exposure cap, prevents the sky from over brightening in contrasty situations.
Pass on localization to gather/update new strings.