I really do apologize for constant patches. I just hate to not fix bugs that are simple and quick to fix.
BUGFIX - Items left on the ground such as logs when a game is saved and reloaded would disappear. BUGFIX - The Log Cart can now go upstairs onto second floors. It looks a bit strange to go through the ceiling on the way up but I did not put any collisions on it so that you all can bring it anywhere you want. BUGFIX - There was sadly another issue with some saves not having all the tech blueprints, I am pretty sure to have fixed all causes but if you feel that a book is missing in your game, please report it in the bugs section of steam and I will help you retrieve them for you.
Hello everyone! Hope you are having an amazing day. Releasing a big update to Remedy today to improve the game and integrate some well needed features. Fixes include things like performance improvement, Transparent boxes when held, balancing and more! (Listed below). Thank you for your feedback. I will continue to improve the game and take the players feedback into account. Here’s a full list of the patch notes!
Patch Notes:
- Barrier textures changed - Prologue Fog now displays properly - Prologue Shadows now display properly - Portal texture pop in reduced and fixed in some areas - Cubes are now transparent when picked up - Squid Easter egg fixed. Should spawn normally - Fixed screen tear issue around object corners (overall graphics quality improved) - Collectible/Key 2 animation fixed - Fixed issue where cubes would disappear if held when the game saved. - Fixed an issue where final cutscene would not play. Players previously needed to reload the level to fix this issue. - Added more music that will loop periodically - Added Collision to an area that previously had none for the cave ceiling - Redesigned areas of the open world to improve performance and gameplay - Level load time improved a bit - Water Adjusted. Was causing massive FPS issues - Improved lighting in some areas. Ex. Cave portal was previously really dark - Improved performance in open world area after the epilogue - UI Size adjusted for tutorial text and input icons - Continue button at menu is now grayed out if player has no save - Cutscene Camera Shots adjusted for new geometry - Issue fixed where player couldn’t continue game after exiting to the main menu - Menu and loading screens updated graphically - Steam page updated with new screenshots (Hoping to add more Store page languages soon)
Manfred Raufer (right): Wehrmacht soldier, deserter. Young, naive, believes in German propaganda. He comes from the Free City of Gdańsk. Father is German and mother is from England. Manfred voluntarily joins the Wehrmacht, convinced by the vision that Germany is fighting for a better world. Fighting on the Eastern Front changes him, as he is a witness to murders that Germans commit on civilians in Eastern Europe.
Ewald Faber: Wehrmacht soldier, deserter. Comes from Pszów, which nowadays lies in the region of Silesia, Poland, but it's where the German-Polish border used to pass through before WWII. Before the war, he worked as a miner, boxer and adventurer. Tall and well built. He was appointed to the army in 1942 after signing the Volkslist. During training in Germany, he often took part in fights with other recruits. In this way he avoided going to the front. He often did not follow orders or did not comply with given instructions. He met Manfred on the front. At first, he didn't like him, because Manfred seemed extremely naive and susceptible to German propaganda. However, as time passed, he noticed a change in him. They both refused the order. As a consequence they were sent on a dangerous mission to mine the area around Orsha. A sudden Soviet attack causes chaos, which Ewald and Manfred take advantage of and desert the army. --- And some historical inspirations https://www.wehrmacht-polacy.pl/ https://ciekawostkihistoryczne.pl/2016/03/10/niemiec-ktory-zdezerterowal-z-wehrmachtu-by-sluzyc-w-armii-krajowej/
Season 2 of ranked play is now out, from now on there will be a pre-season phase which lasts 3 days. We increased the scenario count to 12 and FOV is now locked within a range (98 - 108 Hdeg Res). We improved AI again to reduce the inconsistency of strafe patterns, and we added some additional features. See the change log below. GLHF.
CHANGELOG
GENERAL
- Ranked Season 2 is Now Available (12/09/20 - 12/10/20) - FOV in Ranked Scenarios is now Limited within a Range (103 +- 5 HDEG RES) - Greatly Improved Bot Movement System - Greatly Reduced Bots Strafe Patterns inconsistency - Added "Enable Multiple Strafe Profiles" to Bot Settings (Max 3) - Added "Human" as New Bot Type in Bot Settings - Added Human Model Settings in Bot Settings - Added Hex Code Editor for Colors in Options - Added Human Bot Joints Color in Options - Added Custom Blood Particle Size to Options - Updated Default Settings on New Preset Created - Updated Quick Bot Creation Values - Replaced "Position (x,y,z)" with "Distance from Player" in Debug Mode (SHIFT + K)
BUG FIXES
- Fixed Sphere Bots Collisions not Scaling Properly - Fixed Distance Traveled not Working Properly on First Runs - Fixed Shooting not Working After Weapon is Reloaded and Player is Holding Mouse Left
Although this update is marked as smaller one here on steam, it is kind of lifechanging for me :)
Several days ago, my beloved family has grown by a new member, a son named Filip Zelený! I am once again the richiest guy on the planet, having beautiful doughter Eliška, amazing son Filip, charming wife Hanka and two dogs Kiwi and Chilli.
To celebrate born of this little guy with you, by this update I am adding new engine Philip into the game. It is not the fastest one, nor the biggest one, nor the strongest one, but maybe the cuttest one and hope you will like it :)
Changelog
Fixed track next to road visibility
Added Continue possibility in main menu
Fixed removing road from crossroads issue causing FPS drop (includes autoheal when loading this issue saved into savefile)
This week's update is small, but progress is going smoothly in some other areas that are not quite ready yet.
Some new environment art has been added in the form of different archways. I want to do a lot more here, and give each level a more unique look and feel. Now the factory has a different style of arch, as does the final room, known as the Paradox Prison.
I have adjusted the game's manifest so that it should go to fullscreen independent of whether your computer has DPI scaling on or not. This is something I fixed before, but I have to do it each time I export the game.
The leaves are turning soon, Autumn is in the air and you can get The Amazing Bernard and/or it's Original Soundtrack for 75% off! Begin Fall the right way today!