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Early Access Feature Update #9.7 - 'Tis But A Scratch

1 / 1 · 100%

Changelog:

[Gore]

  • Bullet holes, slash wounds and blunt trauma now have gore textures in addition to blood

  • Wounds are now dynamic and not decal based

  • Blood on bodies and the environment can receive more details (no longer completely bloody or not bloody at all but has blending instead)

  • Gore and blood textures don't disappear from body parts after dismembering

  • Improved blood puffs (now also receives lighting)

  • Custom blood color is now applied to gore and particles as well

  • Slashing now causes directional blood sprays

  • Improved blood textures to take advantage of the more detailed shaders

[Features]

  • Improved and more dynamic slashing (feels more impactful and controlled)

[Changes]

  • Changing blood color is now reflected in real time (no need to reload the level)

  • Changed the way slashing damage is calculated (now depends on the length, strength and velocity of the slash)

[Weapons]

  • Added a Scimitar

  • Added a Naginata

[Performance]

  • Improved blood painting performance

  • Improved performance of firearms that aren't currently active in the scene

  • Removed the ability of dismembered body parts to receive new blood stains which improves dismemberment performance and reduces VRAM usage

[Fixes]

  • Fixed force grabbing disabling hands from time to time

  • Fixed disabling armor in sandbox mode

  • Fixed modded bolt-actions

  • Fixed impact sounds for modded weapons, props, and maps

  • Fixed dismembered hands with melee weapons continuing to swing (fly) at you

  • Objects that don't have an impact sound tag applied should now rely on fallback tags (hopefully no more silent impacts)

[Hotfixes]

  • Fixed pointy zombies

  • Fixed prop and map loading

1 / 1 · 100%
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