Full notes
Full Gust of Wind update
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What changed
- Performance
- Events
- Fixes
- Gameplay
- UI and audio
- Balance
Gust of Wind changes
The most visual change in this update is probably some layout changes I did for the interior of a huge frigate in the third mission. I split it into three sections divided by walls, so that only one section's contents need to be visible at a time, which helped a bunch with optimization. Here are some views of the renewed interior:
I also added a carriable horn that guards can use to alert nearest enemies on a radius. The player can use it too of course, if they wish to make a grand entrance or just want to see how the enemies react.
In addition, there are just lots of small bugfixes on the mechanics and missions, like the points below:
AI:
fixed enemy door interaction animations not working when he's coming to view from a different room
fixed enemies not following player to different rooms very likely
enemies now wake up more easily
enemies rotated suddenly
enemies don't try to find weapons behind locked doors anymore (which was making them freeze)
Save/Load:
bodies stay where they fell after loading game
lit lantern wasn't lit after load, also the model is parented weird
book was open when carrying after loading game
fixed the character dropping to water when loading a save on boat
Interaction/Player Movement
book's pages were blinking when turning page, and a letter's content wasn't visible in some cases
fixed issues with lantern, like enemies not seeing with it, and the physics not working when carried by an enemy
weapons can strike walls and make an impact sound
falling ceased for the duration of flinching and two-handed attack
Prevented carried torch clipping through walls with IK
Prevented throwing grappling hook in tight spaces
Mission 1 pt2:
figured out ways to make the scene optimized, while showing captured live enemies and dead bodies with numbers reflecting playstyle
Mission 2:
level design tweaks, making it more optimized
added some dead trees outside
lighting improvements
solved some problems with enemy visibility
Mission 3:
splitting interior into 3 sections, updating the map
added enemies inside cottages, improved the lighting and decoration in them
Source
Changelog.gg summarizes and formats this update. How we read updates.
