Additions
Added the first 4 levels of Act II
Completely revised and updated Act I's story
Added new secrets, areas, and scenes to Act I
Added 2 new levels to Act I
The bartender is now unlockable as a regular character [Finish Act II's opening to unlock]
Added Pact as a playable character [Currently only accessible in certain scenes]
Completely overhauled how playable characters are saved and managed
Perks and loadouts are now saved across runs and per-character
Various inconsistencies caused by not changing characters correctly have been fixed
The weather in the diner will now change
Reworked how equipment is generated and distributed to enemies to be more modular
This may result in manual balance tweaks made previously being undone
Foliage will now react to weather and wind speeds
Added new vfx for skidding vehicle tires
Added new systems for having optional side conversations with npcs
Added some optional small talk scenes with other characters in the diner
Added answering machine cutscenes
Lore documents/items can now have descriptions
Reimplemented body-armor as an item
Enemies carrying body armor, that are killed without breaking said armor (any method that isn't bullets), will drop equippable body armor.
Prowler cannot equip body armor, but will instead throw them at enemies
Added locked doors and collectible keys that encourage revisiting previous levels to access new secrets and routes
Keys are tracked in the contract folder alongside evidence
Added new items:
Flashlight
Rifle [AR18]
Automatic rifle that serves as a intermediate weapon before the full-power ar-15 (Less capacity, accuracy, and firerate)
Has a high-capacity variant with a 40 round magazine
Police Shotgun [SPAS-12]
Semi-auto shotgun
Reimplemented the Zealot's conversation and interactions
Prescriptions must now be unlocked before being accessible, some via purchase, others can be found
Added new prescriptions:
Benzoyl-methylecgonine: Time slows dramatically when taking damage (Rook, Prowler)
Unlocked via trade
Tirzepatide: Increases armor capacity at the cost of health (Rook)
Unlocked via trade
Euphorinol: Time is slowed when standing still (Rook)
Found in a secret area (Act I)
Painkillers: Increases max health (Rook)
Found in a secret area (Act I)
Holy Water: Increases move speed (Rook, Prowler)
Reward for helping the Zealot
Added a popup to display the currently selected contract in the diner
Active prescriptions will appear in the HUD
Added new ambience
Overhauled and fixed the deep one's bossfight
Added new visuals for Rook in the opening tutorial
Updated the visuals of the flash in Rook's nightmare
Changes
[Technical] Reworked how unlocked characters are handled in the Diner with regards to story events
Updated visuals of blood pools
Reworked how dual-wielding is handled to be item-independent
Updated Rook's character icon to match his park ranger hat
The officers in Last Supper use the correct sprites
Updated the various versions of Rook's house
Notably fixed the 'present' version being set in daytime, it now uses the correct twilight ambience
The currently controlled character's icon now displays in the center of the hud instead of the empty 'ability' slot icon
Arcade machines now explode when taking heavy damage
May be reverted, makes some fights more interesting and dynamic but significantly increases the chaos.
Enemies now vocally react to:
The player throwing weapons
Enemies wearing body armor will have it correctly disappear after it has been broken
Dynamic lights will now effect the emissive intensity of the materials they are attached to
Updated the placeholder sprites for police cultists
Adjusted the positioning of Prowler's tail attack indicator
Enemies with guns will now hold an angle for a fraction of a second after losing line of sight with a target, instead of rushing immediately after.
It should be more efficient to split firearm enemies off from melee ones now
Enemies with guns will continue to shoot automatic weapons for a brief period after losing line of sight
It should now be a viable strategy to drain automatic gun wielding enemies of ammo by dodging their attack and moving into cover
Increased the spread of the SMG slightly
Reduced the spread and pellet count of the shotgun
The shotgun continued to be too effective at multi-kills so it's been dialed back just a touch to give more reason to use the other multi-kill options
Increased the pellet count of the sawn off shotgun
Added the Sawn-Off and Hunting Rifle to the pool of possible weapons for Arcade cult enemies
Dynamic Light objects now save and reset their broken status when reloading saves
Added some more cover and prop work to The Mall
Made some adjustments to Choreomania's layout to be more compartmentalized
The enemies on the first room of Choreomania now always spawn with melee weapons
Made bar counter obstacles easier to navigate and throw over
Controller movement input now has a deadzone
Overhauled the jukebox in the diner
Adjusted idle animations for all characters
In levels that permit access to the car's trunk, you'll start in the car.
The bonus contract only appears after completing Killhouse
Street lights are now considered dynamic/interactable lights
Adjusted some problematic fencing in Street Ripper
Added locked doors to Pit Stop
Being able to enter the reverse side of the gas station didn't feel as dramatic for new players
It's now slightly harder to unlock the magnum
Added The Door to the diner
The enemy guarding the 2nd floor stairs in the tutorial now uses the super shotgun to make diving a reasonable strategy for dealing with them
Fixes
Fixed the Prowler [Past] using rook's cough and sick animations
Fixed some cases where characters would not be given a dummy ai in certain cutscenes
Fixed execution highlights not appearing in the tutorial
Fixed being able to execute Rook early in the tutorial
Fixed old template cultists being used in certain arcade levels
Fixed being able to possess characters that have not been unlocked by entering a level transition as them and entering the bar; When this occurs rook will be the newly possessed character instead
Loading a checkpoint resets enemy 'blood soakedness'; they will not leave bloody footprints in a fresh reset
Prowler's tail no longer animates/moves while stunned
Fixed body armor visuals not updating on enemies that are knocked down
Fixed pickups (trauma kits, body armor, etc.) blocking bullets and thrown items
Fixed some cases where floor clear text would play whenever killing an enemy
Enemy trackers no longer appear for floors with less that 5 enemies
Fixed Prowler taking damage when scampering into/past neon light fixtures.
Dynamic text is now properly capitalized if a dynamic element was the first word.
Enemies with ranged weapons and line of sight to a target but out of engagement range will now properly move toward the player to enter engagement range.
Low fencing is now easier to vault
Fixed enemy cultists being unable to pick up an item if they have yet to complete their movement to said item
Fixed characters randomly being unable to shoot over counters due to their z order being set too low
Computer Monitors are now considered dynamic lights
Fixed a bug where characters with tails would have unintentionally large hitboxes for thrown items and bullets
Fixed Prowler's execution tackle not triggering if tackling an enemy that is too close
Fixed 2 cars spawning in Dead Drop
Fixed enemies attempting to pickup lore documents after being disarmed
Fixed some loading screen typos
Removed a magnum spawn from Street Ripper
Fixed enemies being considered as solid for gun confinement detection
Fixed character portrait outline shader from rendering an outline by detecting an edge on the opposite side of the portrait
Fixed only being able to talk with the Zealot once
Fixed barricades blocking bullets despite not acting as cover
Fixed a sequence break if you left Last Supper without grabbing Rook's body
