In this update2
Full notes
Full OZARK update
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What changed
- Fixes
- Gameplay
- Events
- Compatibility
- Balance
- UI and audio
OZARK changes
We're live with another technical patch.
This patch includes general fixes along with a few new mechanic implementations. General stability fixes and a few edge case bugs we're found and resolved.
Full Patch Notes:
Fixed a critical issue where rifle and pistol ammo pickups were zeroing out on the item count.
Added an additional checkpoint before the final encounter on 'Arrival' and increased the final encounter enemy count and difficulty.
[Controller] Aim-Lock now stores nearby targets and allows for target switching (Right Joystick (Aim) [X-Axis]) (This is a work in progress. The next revision should will have an additional calculation for retrieving the next best possible target, rather than purely based on available targets in the radius)
Character can enter the running state prior to not moving, rather than having to be moving to enter the running state.
Added an additional velocity curve to running + jumping, improves running and jumping by allowing larger distances to be cleared.
Refactored character jumping and gravity to provide a bit more hang-time before the character lands.
Flashlights now interacts with enemies and alerts them when visible.
Minor improvements to the blended states between running and walking with weapons equipped.
Fixed an issue with opening the inventory and then pausing the session causing the slide ability to be disabled.
Added a new filter option that was missing in the inventory for "Ammo".
Crouching increases the rate of the character's endurance recovery. This does not speed up the recovery period if the character was fully exerted.
Fixed issue with second player inventory when mouse and keyboard controls we're enabled.
Fixed controller support for co-op with players only having one controller. (Primary controller is given to the second player when mouse and keyboard is enabled)
Versus mode can be played with a keyboard and a single controller.
Fixed various issues that arose from implementing keyboard support with versus mode.
Players can no longer lock onto themselves in versus mode.
Changed auto controller assigned to handle input from first to last.
Melee kills to enemies now applies physical force to the ragdolls.
Fixed grenades to apply proper directional damage force on explosion for ragdolls and physics objects.
Fixed edge cases with the running system IK and Animation.
[Visual] Implemented a new visual aid to identify which supply crates are interactable or not.
Fixed various issues in menu UI
Please let us know if you encounter any issues, bugs or technical glitches with the new changes.
Thanks for playing! -A
Source
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