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December's Festive “Teapot” Update

Welcome to the December update! And here's a video:

IMPORTANT NOTES:
* This update will break your saves. Also, savegames now version controlled. The game won't try to load incompatible saves (this does not mean every new update will break saves, but will stop the game just hanging IF the save is incompatible).

Changes

Axe impact logic totally reworked. Much easier to land a hit now.
- NEW – Alarm Clock timer now settable with Right Mouse (default key).
- NEW – Volume slider for overall game volume added.
- NEW – Controller support for player control. Menus/Inventory still require mouse.
- Scanner now creates noise AI can hear when turned on. You have been warned...
- NEW – Pheasants. Can be shot and cooked. Startle easily.
- NEW – Rabbits. Can be shot and cooked. Or just cuddled.*
- NEW – AI 'State' indicators. Can be toggled on/off in Game Options. Show the current behavioural state of an AI. - This will be anathema to many, but we urge you to try them for a while if only to give us feedback. NOTE: "Used Indicators" will be logged on your stats even if you only have them on for a second.
- Increased despawn timer to 500 seconds. You now have lots of time to find those bodies...
- Reworked Cooking fire spawning. Fires may appear in slightly different positions than you are used to now.
- New lootable items added to certain locations where previously there were none.
- Axe Impact now creates noise AI can hear.
- Pub origin lowered. No more huge step up into pub (was a trip hazard for the inebriated).
- NEW – Wild mushroom gathering. Mushrooms now spawn and respawn periodically in certain locations on the ground.
- NEW – Blunderbuss. New equippable item.
- NEW – Poacher NPC.
- Changed spawn logic for scarecrows to prevent them dropping on top of telepieces.
- NEW – Professions. You can now select a Profession at the start of a new world. This defines your starting equipment and will be logged on your stats screen.
- NEW – Added more infographic tooltip thingers.
- Tweaked some loot distribution values.
- Broken Shotgun/Blunderbus now labelled 'Junk' not 'Dubious'.
- Some AI-hearable volumes for a number of items tweaked (bottles made a bit louder, etc).
- Sundry tweaks to the “release schedule” for AI, bot state variables.
- Reworked LOS scanning for more reliable cover detection in wooded areas.

Fixes

- Fixed potential crash issue on Linux
- Text for a number of books de-typoed.
- Slag heaps in Industrial given foundations
- 'Network Adapter/Hamachi bug' fixed
- Can now use “Interact” key on a trap you are caught in to access pliers (previously had to open inventory with - “Inventory” key while looking at trap...
- Fixed several issues with dog-pinning event. Can no longer kill dogs with axe while pinned, being pinned with a window open no longer breaks...
- Fixed issue where bots fighting could shoot ravens off camera, throwing errors.
- Fixed issue where LODed AI were trying to access deactivated objects.
- Fixed issue with Trombone loot failing to spawn.
- Fixed an issue where Bog Monster took forever to depsawn...
- Fixed issue where Scarecrow loot not being saved could prevent a saved game from loading.
- Fixed issue where dying did not always drop the camera to the ground.
- LODing added to various elements that had non. Deployables, mushrooms, ragdolls etc...
- Fixed serious issue with some object not blocking pathing grid during generation.
- Fixed issue where bots could spawn inside chapels.
- Fixed issue where bots could go off pathing grid and into water.
- Fixed issue where scarecrows could tele-follow you into water.
- Fixed issue where traps and other deployables could fall through bridges.
- Clamped impact camera wobble to prevent crazy swinging when taking massive damage.
- Fixed pixel lines on several textures (barbed wire, menus etc).