Full notes
Full Jack the Ripper: Hunter Clan update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello again, Jack the Ripper players!
What changed
- Gameplay
- UI and audio
- Fixes
- Balance
As we mentioned two weeks ago, we’re still dedicating a lot of development time to indoor combat features. We’re putting a great deal of thought and effort into combat inside interior spaces, and we’ll be revealing it soon. In the meantime, we’ve enabled early access to the church in the Graveyard area. If you’re interested, please drop by and check it out!
Other Changes
Added firearm VFX & SFX: More polished!
Updated UI on player death.
Whitechapel polish: more detailed, richer set dressing throughout the city.
Training Grounds re-entry from the lobby: the door to the original shooting-practice spot now opens—you can rewatch the projector film.
Citizen vs. police pathing: when their paths conflict, they now yield instead of getting into a standoff.
If you leave a weapon slot empty, the HUD’s weapon info now shows the empty slot as well.
Player death screams toned down (reduced intensity/volume).
Fixed an issue where using the Regeneration Syringe in a specific order left a ghost item in the quickslot after use.
Switching weapons during reload now cancels the reload and switches as expected.
Adjusted the intro message shown when entering Whitechapel for the first time after finishing the tutorial.
Tutorial minigame countdown now displays 3-2-1 (instead of 1-2-3).
Hunter Coin price display now always shows the coin icon before the number.
Minor improvements to the Hunter tab UI.
Press H to hide the HUD.
Moved the exit point("Carriage") near to the boundary of the area.
Work in Progress
Interior (“motel” concept) set dressing and indoor combat.
Item to manually load rounds: you can test it inside the church. (Tip: don’t bring a weapon when you go to the church!)
Source
Changelog.gg summarizes and formats this update. How we read updates.
