The patch notes for v1.04 are below, and you can also read them combined with previous updates here:
[url=https://docs.google.com/document/d/10tdVr_kPv10lOAPiHxH7Aud2BsNZn2nLyjf58gBVEBo/edit?usp=sharing]> Read the full patch notes here <[/url]
[b]Crash Fixes[/b]- Fixed a crash related to crucibles being caught in bubbles while underwater
- Fixed a crash caused when very long vines are created on a single wall
- Fixed a crash caused when Vine Traps where thrown in certain positions
- Rebalanced the Ice ability to make it no longer possible to put guards to sleep with a single instance of freezing them
- Rejuvenate will now heal players back to full health, rather than only revive them when dead
- Changed some enemy attacks in the final encounter to prevent the player getting stunlocked or stuck in corners
- When disguised, enemies will no longer slowly detect the player in their line of sight, as long as the player acts like a patrolling guard
- Bobcats can no longer be drowned by holding them at bay with a fireball while they swim
- Bobcat shadows update more consistently when they are alerted
- Rejuvenate will no longer incorrectly draw sprites to restore if the player is aiming while their water is set to Ice mode
- Rejuvenating vines now correctly restores their sprite from grey to green
- Aiming wildfires while holding Ice will no longer indicate those fires will be put out
- When grass is placed near meltable snow, the grass sprite will no longer extend into the air after the snow is melted
- When all meteor shards are collected and New Game+2 begins, Forest 2: Brevis Pass will no longer show an uncollected meteor shard objective on the map
- Camera pan arrows no longer render over objectives text
- The player will no longer incorrectly flash white when stunned while One Hit Kills is enabled
- The player's current HP will now be displayed after unpausing while in a level
- Fixed a terrain sprite error in Forest 7: Mouth of Uahm
- Icon indicators in the final encounter no longer incorrectly display while the camera is zoomed in
- The warning prompt informing the player they are unable to mantle into a crawlspace while holding something now correctly displays
- Moving gates will no longer warn players they cannot crouch while carrying something
- Typo fixed in City 2: Crematorium note
- Fluid dynamics effects now correctly collide with certain walls
- Fixed an issue that caused the player to animate faster than usual when exiting a crawlspace
- Ezra is no longer missing his dialogue box name tag in certain levels
- Barrels now correctly display a white interaction highlight
- Villagers’ speech bubble icons now correctly hide when an interaction prompt appears
- The Character Outlines video option now correctly saves between sessions
- In Mountains 5: Medo Subpeak, the switch controlling the statue’s arm now highlights the bell height indicator when ready to be interacted with
- Fixed an issue that caused villagers’ sprites to sometimes disappear when thrown
- Bridge ropes now render in front of enemies correctly
- Objective text on the pause menu will now indicate already achieved secondary objectives with a white tick
- Bobcats will no longer sometimes incorrectly move toward the player when backing up over a ledge
- A unique enemy encounter will no longer result on them running on the spot if the One Free Fright meteor shard is equipped
- The player can no longer take fall damage after completing the final encounter
- It is no longer possible to rescue a dead villager by carrying them to the exit door
- Fixed an issue that caused villagers to get stuck in walls
- Fixed an issue that caused players to be unable to mantle up certain terrain tiles when carrying something
- The Heretic's Demise meteor shard will now correctly kill players if they burn to death in a crawlspace
- Grass can now correctly be placed on top of snow
- Grass placed on snow can now be correctly ignited with a fireball
- Added additional checks to prevent the enemy in the final encounter from getting stuck in walls
- Rigel will no longer be detected if he is hiding in grass or snow
- The objective scripting in Forest 7: Mouth of Uahm will no longer complete the mission if the barrels are detonated after the player has died, but before they have reloaded a checkpoint
- In Forest 7: Mouth of Uahm, the first two guards will now correctly longer initiate a conversation after a checkpoint reload
- When throwing an element a short distance, the player will no longer prematurely catch it before allowing it to hit the ground
- Players will no longer sometimes clip into the ground when attaching to a low-hanging vine
- Frozen characters now correctly align to the movement grid
- It is now easier to aim out of water while swimming in water
- Fixed an issue that caused vines grown on top of one another to be unable to be climbed
- Villagers' oxygen meters now replenish at the correct rate
- Rejuvenate will now correctly heal Captain Caira without her needing to be dead
- Fixed an issue in the final encounter that prevented the player from embracing earth
- Fixed an issue that caused fire to propagate over bridges when the player attempted to put it out with water
- Prevented enemies from clipping through terrain if they deflect a fireball while mantling
- Prevented enemies from getting stuck in walls after they travel through a doorway
- Fixed an issue that caused vines to not reappear after reloading a checkpoint
- Fixed issues caused by the player picking up their disguise while carrying something in City 3: Chateau Caira
- Closing a gate will now crush any ice under the door
- Rigel the bobcat now more reliably climbs walls when thrown at them
- Creeping Vines no longer spread across snow piles
- Enemies frozen by ice will no longer be hidden in grass unless the ice has shattered
- Ice blocks created on crawlspace terrain tiles are now correctly aligned
- Barrels will no longer sometimes clip through terrain when thrown at villagers
- Fixed an issue which caused music in the Caves environment to play twice over itself
- New Game Plus is no longer able to be activated again if quitting to the menu after beginning New Game Plus in the same session
- Fixed an issue that caused co-op players to be stuck in an animation after reloading a checkpoint
- Burning Vine Traps now correctly remove their fires after a checkpoint reload
