This update focuses on combat balance, enemy behavior improvements, and a batch of bug fixes based on your feedback. Enemies are now less spongy, headshots hit harder, and overall game feel should be noticeably better.
Here is the full List:
[GAMEPLAY & MECHANICS]
- Improved game feel of base movement
- Expanded automatic door unlocking: more doors can now be unlocked without needing to open the inventory (quality of life)
[COMBAT & BALANCE]
- Reduced enemy health across all difficulties, ranging from 10% to 50% depending on the enemy (the corroded variant of the Noia received a 50% reduction)
- Headshot damage multiplier increased from 1.5x to 2x
[ENEMY AI]
- Improved enemy navmesh generation; enemies should get stuck on the ground a lot less often, if at all
- Dead enemies now snap their position to the ground (enemies will no longer float in the air when dead)
- Fixed bug where the microwave would get stuck and be unable to move through a doorway
- Fixed issue where enemies were able to open stone puzzle doors
- Fixed navmesh blindspot during the Lurker bossfight (first bossfight)
[BUG FIXES]
- Fixed bug where the candle boss would reappear at its position from the first scare if you loaded a checkpoint from a point afterwards
- Fixed issue where the backyard party memory "no gun fire zone" was not turning off after the party ends, leaving players unable to fire guns in the backyard during the end portion of Chapter 1, even with enemies present
- Fixed visual bug on the weapon upgrade station not showing the correct upgrade level for the gun upon initial interaction
- Fixed issue where pressing X on a keypad while using a controller would freeze the interaction for a moment
- Fixed issue where the health node (shown when taking damage) would appear above dialog. Dialog now takes precedent