Patch v0.1.306
General
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Improved cache handling of shader variants to reduce shader compilation stuttering
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Improved memory handling causing performance and stuttering issues over longer play sessions
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Creatures will now attack the Doctor if repeatedly attacked even while in an allied Beastform
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Creatures will now attack each other after repeatedly receiving friendly fire by other allies
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Replaced static medicine and alcohol bottles throughout the game world with interactive pickups
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Improved the visual FX of claw and blade trails for most creature attacks
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Added bundle variants for flaregun bolts and harpoons
Doctor
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Added Beastform Doctor corpse carry viewmodels
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Added Beastform Doctor swim animations
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Fixed shortcut slots not being cleared correctly and causing slotted weapons to change
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Fixed Canesword and Bonesaw guarding not always blocking attacks from very close enemies
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Fixed Bonesaw guarding not always playing the guard fx
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Fixed Bonesaw draw not being correctly flagged as a one-handed action
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Fixed fall damage not being correctly calculated while in a non-Batbeast form
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Fixed issue where repeatedly mantling/jumping in Batbeast Form could prevent attacking
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Fixed Crowman Beastform light gem not reading lighting data correctly
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Fixed Goatman Beastform getting stuck when exiting transformation while in a low ceiling area
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Fixed force physics when gibbing enemies while in Beastform
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Fixed weapon redraw not working when exiting Beastform in some scenarios
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Fixed some viewmodel lighting having incorrect light anchors
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Fixed handlantern viewmodel not having a correct animated motion configuration
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Fixed issue where Journal rendering when multiple inputs were pressed
Coast Fishery
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Increased the size of the cabin chimney
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Added handles to many of the interactive slanted window types
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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
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Increased the size of the Lighthouse chimney
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Fixed 'Research Diagram' not correctly spawning when the laboratory opens
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Fixed laboratory bookshelf not correctly flagged as platform for its books
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Fixed roombrush in laboratory causing some dropped items to be silent
Coast Tavern
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Huntsman corpses can now be carried or gibbed for body parts
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Fixed Goatman being able to jump through the attic door and elevator shaft if blocked
City Market
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The chimney in the first Manor now connects properly to the outside
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Added handles to skylights to the blood altar room
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Improved texturing in the blood altar room
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Crucified Goatman will now spawn correctly on load and can be gibbed for body parts
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Fixed incorrect localization id for Market Waterfowl Tavern key
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Fixed elevator to the Emerald Terrace sometimes instantly moving back to its initial position
City Market Shop
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Fixed issue where using primary fire could trigger the buy action in the shop
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Fixed some items would not correctly print out on the Merchant's shop receipt
City Underport
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Fixed blood rain not correctly triggering on Blood Moon
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Improved performance of rain in some scenarios
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Added weather exclusion zones to some areas that should be blocking rain
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Fixed issue where mantling out of the electrified water at Lampfire Power Station would not clear the damage trigger
City Underport Hive
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Fixed Countess dialogue focus volume not being reset if player skips the Seal
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Fixed some lightmap issues in the exit saferoom
Bug Fixes
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Fixed New Game and Load Game not working correctly if a incomplete save is found in the save folder
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Fixed issue where flaregun projectiles would incorrectly bounce off surfaces or not affect targets
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Fixed projectile force not always pushing targets in the correct direction
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Fixed windows blocking projectiles even after being destroyed
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Fixed an issue where AI could path through a closed door if near a steep incline
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Fixed issue where Fishdogs and Rats could not hear player footsteps while sleeping
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Fixed Crowbeasts not being immune to acid damage (like from exploding eggs)
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Fixed metal doors and pickups not being marked as indestructible
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Fixed wooden planks not playing destruction fx
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Fixed issue where door crushers could damage entities that aren't the active blocker
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Fixed issue where traps could make non-flesh physics objects bleed
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Fixed flaregun light beam not correctly disabling when loading or transition levels while holstered
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Fixed issue where AreaPortals wouldn't correctly render the fog plane
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Fixed issue where air bubbles would not appear underwater in some bodies of water
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Fixed issue where sliding on a steep slope wouldn't limit contact momentum
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Prevent climbables from being grabbed while in Noclip mode
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