Octodad: Dadliest Catch

Octodad: Dadliest Catch 1.0.10377

Version
1.0.10377
Version Date
March 12, 2014
Links

Patch Notes

Update Released (1.0.10377)

Octodad: Dadliest Catch, Version 1.0.10377



Sea Legs
  • Added intro cutscene
  • Replaced initial stealth segment with new objective
  • Added new objectives while on deck of the boat
  • Replaced end encounter challenge
  • Additional voiceovers

Silent but Dadly
  • Replaced gift shop room stealth segment with new objective
  • Added more solutions to stealth segment in entrance area
  • Added new, guided objective to replace final stealth portion of the level (previous path still exists)
  • Changed tie location to account for changed objective
  • Additional voiceovers

Hot Concessions
  • Added cutscene for respawning in rafters
  • Reduced likelihood of glitches when in rafters
  • Improved camera placement
  • Replaced instant loss hit within final challenge to be force + suspicion

Other Levels:
  • Wedding Bells - Added additional checkpoint after leaving reception room
  • Gervason’s Grocery - Changed Soda City layout, added new cameras to freezer section, added additional animaton for Chef
  • Shark Naked - Added loss animation, changed music, additional rumble
  • Improved performance for World of Kelp, Aquatic Fun Center, Silent but Dadly, Hot Concessions
  • Various other level design bug fixes

Other:
  • Ability to toggle audio output between mono, stereo, 5.1 surround, 7.1 surround
  • Reduce access to save file, create additional backups to saves.
  • Resize fullscreen resolution down if desktop resolution is smaller than 1280x720 (or game resolution)
  • Tutorial notifications now change instantly based on dominant device
  • Linux uses CLOCK_MONOTONIC_RAW now instead of CLOCK_MONOTONIC.

Editor
  • Fixed an issue with fog settings affecting multiple tabbed levels
  • Fixed an issue where attributes would not properly show up when creating an object
  • Added link to wiki in Help menu
  • Log when end level event occurs

FAQ:



Why did you make significant changes to some of the levels in the later part of the game?

Many players found these levels to be a significant departure from the earlier levels because it too heavily relied on stealth as a game mechanic, which did not work out too well. These levels did not get as much iteration and playtesting as the earlier levels did.

How does this affect speed runs?

Most of the original paths still exist, but there is an emphasis on the new objectives/solutions for typical players to complete.