Replaced initial stealth segment with new objective
Added new objectives while on deck of the boat
Replaced end encounter challenge
Silent but Dadly
Replaced gift shop room stealth segment with new objective
Added more solutions to stealth segment in entrance area
Added new, guided objective to replace final stealth portion of the level (previous path still exists)
Changed tie location to account for changed objective
Added cutscene for respawning in rafters
Reduced likelihood of glitches when in rafters
Improved camera placement
Replaced instant loss hit within final challenge to be force + suspicion
Wedding Bells - Added additional checkpoint after leaving reception room
Gervason’s Grocery - Changed Soda City layout, added new cameras to freezer section, added additional animaton for Chef
Shark Naked - Added loss animation, changed music, additional rumble
Improved performance for World of Kelp, Aquatic Fun Center, Silent but Dadly, Hot Concessions
Various other level design bug fixes
Ability to toggle audio output between mono, stereo, 5.1 surround, 7.1 surround
Reduce access to save file, create additional backups to saves.
Resize fullscreen resolution down if desktop resolution is smaller than 1280x720 (or game resolution)
Tutorial notifications now change instantly based on dominant device
Linux uses CLOCK_MONOTONIC_RAW now instead of CLOCK_MONOTONIC.
Fixed an issue with fog settings affecting multiple tabbed levels
Fixed an issue where attributes would not properly show up when creating an object
Added link to wiki in Help menu
Log when end level event occurs
Why did you make significant changes to some of the levels in the later part of the game?
Many players found these levels to be a significant departure from the earlier levels because it too heavily relied on stealth as a game mechanic, which did not work out too well. These levels did not get as much iteration and playtesting as the earlier levels did.
How does this affect speed runs?
Most of the original paths still exist, but there is an emphasis on the new objectives/solutions for typical players to complete.
Fix for SDL mouse controls inverting when invisible cursor got near the edge of the screen and got reset to center (especially noticeable at small resolutions and/or high mouse sensitivity and kind of screwed up otherwise). (Thanks to [Fin] Gamoobro for reporting).
Mouse cursor now clipped to the window when the cursor is hidden in play mode (no more cursor escaping in windowed mode).
Fix for sound sometimes muting if the cursor leaves the window or in fullscreen mode.
gettimeofday() replaced with clock_gettime(CLOCK_MONOTONIC) to have more accurate delta time and prevent possible freezes if another application changes the system time while the game is running.
Reduced default physics threads again from 3 to 2 on Mac/Windows based on lag spike feedback. You can now change physics threads in the Game Settings. If you still have lag spikes at 2 try lowering to 1.
Amount of rain on boat reduced to improve performance (you can still turn it off completely by lowering Physics Detail in Game Settings. Yeah, I know that doesn't make a lot of sense, but it's really the only detail setting supported in editor to hide meshes currently.)
End credits people are set to ignore Octodad and disappear after 20 seconds to fix bug where Octodad could not leave the theater.
Fixed an issue where arms would not trigger triggers when grabbing an object.
Respawning jointed physics objects more stable.
STEAM OVERLAY WORKS.
Open Source AMD/ATI driver now supported, but shadows do not work right and it is very slow so fglrx still recommended for playable performance on all but the best desktop cards.
Borderless now supports alt-tabbing, but Unity and Gnome menu bars will try and be on top (thanks window manager). Please use fullscreen at desktop resolution if this is undesired.
Fixed bug where using 360 controller with DS4 controller in co-op would assign 360 mapping to DS4 permanently.
Some graphics performance increases.
Graphics performance increase for non HD4000 cards (HD4000 shader driver bug workaround was slowing down other cards). If you have an HD3000 please let us know if it is more playable now.
OpenGL multithreading enabled which may improve performance on some CPUs.
Needless glFlush() removed to improve graphics performance.
Poor Shader Quality now has transparency. (Poor Shader Quality not recommended unless the other shader mode doesn't work, or you have a very fast CPU and a terrible graphics card. It can be much slower than High Quality because it doesn't use hardware skinning or instancing.)
Other fixes for Poor Shader Quality animation/skinning bugs.
Custom FMOD sound banks now can load from zip file.
You can unsubscribe and remove Workshop levels from the Workshop menu now.
Disabling cloud and syncing in Steam will now properly disable it in the game.
Two second safety delay added on level load before suspicion starts hurting you (Infinte death loop prevention).
Reduced physics threads (3 on Mac/Windows and 1 on Linux) that may have been causing performance slowdown and random freezes. If more or less threads are desired they can be edited in OctodadConfig.xml but the max is 10.
Fixed bug where starting to use a mouse after starting the game playing with "no-switch" multitouch caused mouse to also be in no-switch mode (moving left leg would also grab objects).
Screensaver disabled while playing the game. (Using controller wouldn't prevent screen saver from showing up.)
Desktop resolution properly reset when exiting the game now from fullscreen.
Fixed Borderless mode freezing because it hadn't grabbed input.
Windowed mode no longer starts centered (would sometimes be centered between multiple monitors).