- New: Blood pools will appear under victims and grow over time.
- Improved bullet impact VFX
- Altered behaviour of bullets when they come in contact with a window: The first will leave behind a bullet hole in the glass, a second will shatter it.
- Cigarette ends are now left behind by smokers
- Tweaked killer chances and evidence spawning probabilities (you should see more supporting evidence).
- You will now only get mugged in the street when above social credit level 1.
- Tweaked social credit level curve
- Staff will now clean up trash left on the floor of a restaurant or bar
- Greatly increased social credit given for successful completion of jobs, murder cases and lost & found.
- Improved culling, especially outdoors*
- Various street furniture now spawns on rooftops*
- Minor visual adjustments to rain VFX
- Toned down the fog at the start of the story mode
- Fixed: Weather shaders now working properly
- Fixed: Bug where killer would not kill if there was no place to purchase their weapon of choice.
- Fixed: Disallowed apartment purchasing before the campaign is complete (when on story mode), as this caused errors in the campaign.
- Fixed: Switching items didn’t trigger if the item was the same type as item already held.
- Fixed: Rare internal error when picking citizen to be a murderer
- Fixed: Wrong post processing environment volume references in some locations
- Fixed: A geometry issue in the diner’s back yard*
- Fixed: Muggings rarely worked unless stood still for a while (be more careful on the quiet streets!)
- Fixed: Missing item descriptions added.
- Fixed: Internal error when plotted player route was cancelled
- Fixed: Murder victims changing outfits upon their death
- Fixed: Visual glitch with enforcer helmet visors
- Fixed: Nosy Parker achievement was triggering erroneously
- Fixed: A rare error causing the game to hang on the loading screen when loading a game
- Fixed: Configuration fix for mod.io
- Fixed: Provisions made to stop the game trying to regenerate a city data from a city that was made with the city editor
- Introduced another failsafe and potential fix for the falling through floor glitch (we’re continuing diagnostic work with this one as it’s unreplicable on a consistent basis)
- Introduced a system to stop the player getting stuck in tight spaces
- Audio: New intro sequence music
- Audio: New player spawn sound
- Audio: Curtain open/close sounds added
- Audio: Throwing object sounds added
- Audio: Desk fan impact sounds added
- Audio: New door barge and break sounds
- Audio: Water cooler sounds added
- Audio: Tutorial mystery caller audio replaced
- Audio: Lockpicking sound ceases if lockpicking player looks away
- Audio: Cushion impacts added
- Audio: Padlock sounds added
- Audio: NPC gun sounds replaced and properly set-up
- Audio: Punch wall sound replaced
- Audio: Tweaks to melee sounds
- Audio: minor improvements to grenade spatialisation
- Audio: minor improvements to phoneline sounds
- Audio: quieter ambiences at city edge
- Audio: basement ambience quieter
- Audio: footsteps slightly quieter (mostly player on carpet)
- Audio: chem stack burn-off sound improved in many tiny ways
* Requires a new city generation to appear/spawn/see
Changed depots in experimental branch