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Patch v0.1.306

General

  • 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

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