In this update1
Full notes
Full Unterholz update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Performance
- Gameplay
- Fixes
- Balance
- Store
Unterholz changes
Chevaliers!
After a year of refinement and polish, I am proud to present Version 2.0 of Unterholz. With this update, I aimed to bring the game as close to my original vision as possible! New content has been added throughout the experience, including an enhanced ending, improved combat, new voice acting. and more.
The largest update since release.
To celebrate the launch, Unterholz is currently on sale during the Steam Medieval Fest: enjoy 15th century adventuring, chevalier style!
Version 2.01j
Changelog
[c]Engine:[/c]
[c]- General performance optimisations[/c]
[c]- Reduced pop-In[/c]
[c]- Revised lighting for faster rendering[/c]
[c]- Fixed several object clipping issues[/c]
[c]- Particle optimisations[/c]
[c]- Changed animation timing for player and enemies[/c]
[c]- Optimised seal clipping through armour[/c]
[c]Gameplay:[/c]
[c]- Reworked camera system[/c]
[c]- New boss mechanics for the final battle[/c]
[c]- Doubled sprint stamina[/c]
[c]- Reworked and enhanced tactical sword combat system[/c]
[c]- Added timed perfect blocks[/c]
[c]- Added player choice to decide how to approach the ending[/c]
[c]Content:[/c]
[c]- Added buyable alternative sword, armour and crystal[/c]
[c]- Added workbench to alchemist's chamber to toggle unlocked appearances of the sword, armour and crystal[/c]
[c]- Added voice-acted merchant to purchase cosmetics[/c]
[c]- Added possibility to upgrade player sword[/c]
[c]- Added achievement[/c]
[c]- Updated model for the king[/c]
[c]- Additional Cutscene when entering the black chamber[/c]
[c]- Reworked several special effects[/c]
[c]- Reworked grab physics and final puzzle[/c]
[c]- "Outer Gatehouse" area in the swamp accessible[/c]
[c]- Added "Abandoned Mill" area[/c]
[c]- Two additional duels[/c]
[c]- Additional enemy types[/c]
[c]- Additional epilogue cutscene and narration for "true" ending[/c]
[c]- Added secret night mode with slightly stronger enemies[/c]
[c]- Additional signpost shortcut location near the decrepit church[/c]
[c]- Sword reacts to obstacles when swung[/c]
[c]- Added alternate sword sheathe position toggle[/c]
[c]- Added mini bounties to a board in the abandoned village[/c]
[c]Misc:[/c]
[c]- Enabled physics for fallen enemies[/c]
[c]- Mirages now fade out after kill[/c]
[c]- Fixed calling inspect involuntary while locking on enemies[/c]
[c]- Additional UI animation polish[/c]
[c]- Added toggle between fullscreen and 21:9 cinemascope display[/c]
[c]- Added vintage gothic mode to play the game in black & white with narrowed audio[/c]
[c]- Updated and polished camera system[/c]
[c]- Fixed collision when spawning Mirages[/c]
[c]- Updated location designs and detailing for the decrepit church and old monastery[/c]
[c]- Fixed rain effects when inside certain buildings[/c]
Source
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