Full notes
Full Winter Ember update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Gameplay
- UI and audio
- Balance
- Fixes
- Performance
This patch is an experimental build intended for the Community Beta Branch. It may be unstable or contain many new bugs. If you would like to learn more about our experimental process or how to opt in to our Community Beta Branch to access the experimental build, please see this post.
Hello everyone,
We have spent a lot of time collecting feedback from you since Winter Ember’s launch. Much of the past several weeks was spent rebalancing and addressing the many concerns raised by the community. We hope that in this new experimental build, you will find many of those concerns dealt with.
With that said, here are the patch notes! Brace yourselves, it’s going to be a long one :)
Saving
Quick save and quick load implemented
Combat
Parry button moved from middle mouse button to V key
Enemies now have health bars
Reduced enemy attack output
Fixed enemies hitting Arthur as they die
Fixed player being able to hit guards on crates
Reduced enemy arrow block chance
Increased Arthur’s attack output
Increased Arthur’s arrow draw speed
Decreased dog attack output and aggressiveness
Enemies can now get stealth-attacked while being smoked
Increased Guard collars’ brightness to improve visibility
Player can now aim directly after sprinting (and vice versa)
Fixed a bug where player was able to pull sword out whilst crouched
Removed circle block and added a block bar to player and NPCs
Modified enemy block amount for rebalancing
Poison now prevents enemy from blocking
Reduced heavy attack charge time from 1.25 to 1.00 seconds
Dynamic skill icons now display on screen when using certain skills
Changed Full Moon Specter skill attributes - whenever player dies, skill will always activate allowing
Arthur a second chance. Skill is on a cooldown
Stealth attack now more responsive
Cover
Removed minimum cover range
Snap to cover implemented
Exit cover now based on directional input
Movement is now directional depending on the camera’s angle
Stealth attack from cover improved
Optimizations
Experimental Smooth Frame Rate disabled - PC is no longer capped at 60fps
FOG optimization
Window and window flap mesh optimization
Breathing FX particle now only spawns on nearby characters to improve performance
Improved the general game performance
Collision Fixes
Sewers area collision improved
Rope Anchor mesh collision improved
Disabled collision for the following: Lamp, Candle, Broom, Bucket, Pot
Fixed Pipe not having static collision (for cover)
Tweaked Warehouse train track pawn collision
Fixed many collisions causing player to get stuck in Midgown and Oldworld Stone
Nala the cat no longer collides with the player
Localization
Completely new Japanese localization
General Fixes
Pulled camera distance back
Improved jump mechanics
Fixed warehouse issue where cart dropping barrels overlapped player, glitching movement
Candle Wall Light no longer blocks characters
Train level now has physics-enabled stools
Cover icon no longer shows when carrying bodies
Fixed glitching player cloak physics when manhole and carriage teleporting
Fixed ladder icon appearing when player is actually too far away
Implemented a ‘recently crafted arrows’ list
Fixed torch light shadow
Modified Warehouse level, opening more ways to travel to rooftop
Increased volume on broken glass to make it more obvious
Evening purge area has additional hiding spots and minor level changes
Altered Midgown to include a secondary way for the player to enter Battista’s compound
Added another electricity blueprint to Midgown
Changes to Greater Heaven HQ which were missed on release
Fixed interactable books with physics flying upon reloading
Fixed player pulling sword while in vent
Source
Changelog.gg summarizes and formats this update. How we read updates.
