Full notes
Full Dreadweave update
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Repeated intro
Hey everyone, we continue to improve the game based on your feedback. Thank you for filling out the survey and writing in Discord. In this update:
What changed
- Performance
- Gameplay
- Balance
- UI and audio
- Maps
- Fixes
Updates
A significant amount of optimization work has been done — the main bottleneck for now is the CPU. Monster logic has been optimized, item culling has been added across the entire map, weather and particles have been optimized, wire physics have been removed, and various other minor improvements.
Many players noted that stealth gameplay was difficult, so monster visibility range has been reduced by 50% when the player is crouching.
Headshots have been added with x2 damage (except for spiders, larvae, and stalkers, as they either have a large head or it's always facing forward, which would make every hit a headshot).
Since many players complained about the low amount of loot (and we noticed it ourselves), several interactive containers have been added — a bedside table, an iron crate, a wardrobe — and scattered throughout all houses/locations.
Loot boxes have also been additionally placed across all locations.
An option to disable motion blur has been added.
An option to invert the mouse has been added.
An option to rebind player movement keys and the inventory button has been added to the controls settings.
The UI design for health, heartbeat, and cold indicators has been revised to a more classic style. On the left inside a ring is now the heartbeat, two progress bars with icons — health and cold/oxygen (on the backside). Current effects are now displayed above the progress bars rather than on the left.
Many players noted that finding common loot inside monsters breaks immersion, so monsters now have their own dedicated loot — various organs and artifacts that can be sold for a good price. Monster loot can be found in three rarity tiers, so don't get discouraged right away if you find nothing.
In addition to loot, monsters now also carry valuable items for sale — cigarettes, watches, various gold and unique items that can be sold for a good price depending on rarity.
The trading terminal now displays the item price.
A new equipment item has been added — a pea coat, which provides 10% cold resistance.
The Nagant revolver has been added. Animations are not ready yet, but we decided to add it since ammo is scarce and Nagant rounds are found fairly often.
Stamina consumption during melee attacks has been removed (by the time most players get to the axe, they're already out of stamina anyway).
Animation speed in idle mode has been reduced.
A pop-up warning window has been added at the start of a new game.
Several map locations have been reworked — the boiler room and the police station (near the central square).
Fixed
Fixed a bug where the total ammo count for the current weapon — from both pockets and the backpack — was not displayed correctly; now all ammo is visible.
Fixed a bug where rapidly switching between weapons caused the ammo counter to freeze and display the wrong count.
Fixed a bug where switching from a melee weapon to a primary/secondary weapon did not display the ammo count.
Fixed a bug where the heartbeat would not start decreasing faster after standing still for 3 seconds.
Fixed an issue where some items were not spawning due to missing display models.
Player heat calculation has been reworked.
Fixed the trading terminal where some items were not being delivered to the bunker.
Fixed a bug where transitioning to the backside and back would leave an empty loot bag container floating in the air near certain monsters.
Fixed a bug where the "oxygen filter" item could be eaten.
Fixed the behavior of the heart widget in the center of the screen, which was firing incorrectly in some cases.
Fixed a bug where the detector would react to the Creature in the real world while the player was on the backside.
Source
Changelog.gg summarizes and formats this update. How we read updates.
