New Features
[olist] [*] Added Photo Mode. [*] Added "New Game +" available after finishing the campaign once.- Start the game with all weapons unlocked
- Completely overhauled balance with more and tougher enemies
- Some additional gameplay-events and scares
- New, alternative intro
Critical Bugs Fixed
[olist] [*] Fixed black screen when solving attic puzzle after loading save made in attic. [*] Fixed achievement bug "Nobody knows what happened". [*] Fixed a large number of potential crashes and bugs related to audio issues. [*] Fixed missing keychain in French Quarter 1 after Save/Load. [*] Added fixes to avoid potential softlocks:- Door to from Spiral Staircase to Grand Parlor to avoid soft lock when transitioning to Taroella
- Made sure the Parlor to conservatory door always in unlocked in Chapter 4
- Fixed an issue where the door between Grand Parlor and Spiral Stairs was locked in Chapter 4
- Fixed save issues with boiler valve
- Fixed an issue where the camera in Ruth's room was not interactable when playing as Emily; preventing the player from proceeding to Warphoto
- Fixed an issue where loading an autosave in chapter 4 made the player lose key items (contract and dagger)
Quality of Life Features
[olist] [*] Added two additional save slots for the last autosaves. [*] Added tutorial popup for examination view. [*] Added contextual dodge tutorial for when you have been in combat but not dodged for a while. [*] Melee tutorial will now also display if player is already in combat state upon picking up weapon. [*] Added new icons for molotovs & brick throwable opportunities. [*] Added camera keyboard controls to the rebinding menu to allow rebinding of arrow keys. [*] Split map and lagniappe tutorial messages into separate strings to better fit the screen. [/olist]Combat improvements
[olist] [*] Fixed wrong hit reactions playing for Steamboat Creature in some occasions. [*] Updated Cemetery Creature to be more responsive to damage received. [*] Disabled dismemberment on already dead creatures. Now only triggers on the killing hit. [*] Updated Emily's combat animations to allow her to blend out of the animations earlier (eg. getting player input control back much sooner). [*] Trimmed and sped up many of Emily's hit reactions to feel more direct and responsive. [*] The player can no longer switch weapon while suicidal (Dark Man). [*] Tweaked Edward's heavy hit reactions so the player is allowed to regain input control sooner (smaller chance of stunlock). [*] Improved Edward's melee swing arcs to hit so they hit enemies more consistently. [*] Decreased combat exit wait timer to not have the music played for too long after combat is finished. [/olist]Other gameplay improvements
[olist] [*] Talisman: Increased the amount of time the player can look at the talisman when completing a puzzle to see all three pictures. [*] Updated Talisman pickup animations and sequence for both Edward and Emily. [*] Added bark for picking up the mummified cat lagniappe. [*] Added/adjusted various barks in Chapter 2 Derceto (pickups & puzzles). [*] Added sound when trying to pick up max stack item. [*] Removed enemies that have not been killed in the warehouse fight if we reach the show room building and load a save. [*] Made sure the warehouse event cannot be retriggered after loading a save. [*] Boiler Valve Puzzle: Made sure the player can't interact with the puzzle when taking damage of the steam. [*] Added fog and disabled the traversal to avoid backtracking down to the sewers in Gallatin street. [*] Added bark to noticing Cassandra's crime scene in the basement of spiral stair case. [*] Updated player character's "Awe" Reaction (used upon entering convent library). [*] Added various instances of force feedback on controllers:- Added proximity force feedback to active Dark Man
- Added force feedback when landing on the ground after jumping down
- Added small force feedback on player death
- Added force feedback to transition to various game events (Steamboat storm event, cemetery, dead clerk in Derceto, crypt flicker anomaly, temple collapse)
- Added force feedback to grapple
- Added force feedback to unlocking doors with key
- Added force feedback to unbolting doors
- Added force feedback when trying to interact with a bolted or permanent locked door
- Added small force feedback when picking up consumables
- Added force feedback to walking in maggot piles
- Added force feedback on tackling doors open for single and double doors
- Added force feedback to resistance walk
