Merry Christmas and Happy Holidays! We have an update for all your festive needs (and bug fixes).
General- Winter event has been extended to January 10th
- Added Winter attire for watchdogs, infected rats, crowmen, crowkings and crowbabies
- Added new Winter ambience for outdoor and indoor spaces
- Added Winter icicle props to some statues
- Crowkings and crowbabies are no longer marked as spoiler tagged entities
- Adjusted various sounds and the AI reaction to them
- Added player landing sound for glass shards material
- Slightly increased AI sight range on Full and Blood Moon
- Slightly increased AI non-alert dark vision range
- Adjusted several AI attack states to allow flinch/headshots to interrupt them
- Increased brightness of iron key pickups to be more visible in the dark
- Increased size of shader variant collection that are prewarmed on startup
Coast Fishery- Added some pickup bricks to Mr. Croup's office
- Added interactive crank recepticle and gate to power generator room
- Improved the geometry of the well cavern beneath the cabin
Coast Cliffside- Fixed drawbridge shortcut collider not correctly being set when raised
- Fixed some geometry issues with the barnhouse
- Fixed fort gate not raising to the correct height
- Fixed issue where the padlocks controlling the door to the cannonball storage room would not respond correctly
- Fixed some issues with the main city gate collision
Coast Tavern- Added some decal indicators to show the elevator needs power and some additional guiding lights
City Market- Added additional snowball piles to area
- Fixed several doors not correctly applying their lock state
- Tweak light culling distance for some lights around the barbershop
City Underport- Added snowball piles to area
- Fixed exploration music not triggering when entering the area
- Improved geometry and texturing in some areas
- Fixed water volume in sewer that was not activating correctly
- Added metal crates to crowmen sewer section to aid with the door timer
- Improved navigation in power station basement to allow humanoids to enter the flooded area
- Removed key in tram station that had no purpose
City Underport Hive- Fixed the shotgun pickup in the supervisor station locker disappearing on load
- Fixed some navigation jump links not being correctly usable by crowmen
- Added empty valve recepticle on the other side of the waste treatment gate door
- Improved geometry and texture work of engineering area
- Added additional signage and hints of goal around engineering area
- Oil drums around the finale area now correctly change state on the harder difficulties
- Sealed the area beneath the elevator platform more thoroughly for the finale sequence
- Flagged several nearby stalagtites as non-mantle-able near the finale elevator
- Added buttons to the top of the finale elevator to call or lower the elevator
- Fixed incorrect sound and weather room configuration in some spots
- Fixed some sound emitters not working correctly
Bug Fixes- Fixed Winter hats not correctly appearing on huntsmen, fishdogs, batbarbers and rats
- Fixed issue where snow would appear in several indoor areas
- Fixed issue where snowballs would not correctly apply the blind state duration
- Fixed issue where chests would collide with world geometry and not open
- Fixed active music not loading correctly after saving the game via the save slot menu
- Fixed vent doors not being interactive after opening
- Fixed AI not updating their search state to new contact detection events
- Fixed AI not correctly applying their sense proficiency overrides
- Fixed some instances of AI not correctly checking for door states or applying their door block status
- Fixed issue where the canesword would not detect the correct body material of dead huntsmen props
- Fixed crowking not fleeing when on fire
- Fixed fire sources not correctly loading their save state
- Fixed physics objects duplicating after parrying a throw projectile
- Fixed several issues with chokebomb/chokebolt saving and loading
- Fixed issue with ceiling windows not correctly updating navmesh and physics collision after being shattered
- Flagged pickup harpoons as not mantle-able to prevent physics issues
- Fixed some issues where pickups would have the incorrect stack size on spawn
- Fixed various instances where ladders would have the incorrect material sounds
- Fixed various issues when multiple valves are linked to a single sliding door
- Fixed issues with water flow values not being applied correctly
- Fixed issue with 'spawn item' command when spawning unloaded weapons
- Fixed some sound portal and propagation issues