PATCH 0.1.2 (EA)
Jump, AI Behaviour Improvements, and Progression Balance
New Build Live: c93d4001f
đ§ AI Improvments: The Crawler Evolves
This patch brings major improvements to the Crawlerâs behaviour. It now reacts more intelligently to your actions. If youâre loud or reckless, it will get more aggressive. But if you play it smart, stealthy, and careful, youâll have better control and more opportunities to outwit it.
Weâve fixed a range of bugs with pathfinding and sensor detection, and polished the AI logic. This is part of an ongoing update plan to make the Crawler feel unpredictable, reactive, and satisfying to outplay.
đŠ You Can Now Jump (Yes, Finally)
The long-requested jump is here. Weâve implemented it carefully to maintain the tension. This is not a parkour sim. While you can now jump over smaller objects and gaps, youâll still need to think strategically about your movement. Itâs about fluidity, not breaking the map.
đ Progression & XP Balance
Weâve rebalanced XP and unlock progression. During early testing we made it easy to access everything, but now weâre tightening that up to give you more to work toward. Expect a more rewarding sense of progression as you play.
đ„ Dev Stream Tonight
Wayward_Sinny (The voice of Banjo) is streaming this weekend, go say hi!
When:
8:00 PM AEST
6:00 AM EDT
3:00 AM PDT
10:00 AM GMT
11:00 AM CET
đ Fixes
Fixed Cairn floating above the ground
Fixed issue where players could stand on top of doors, breaking AI navigation
Fixed fragment objective icon not displaying when a player dies with fragments
Removed redundant tooltip and extraction FX
Fixed unwalkable door collisions and shrine spawn isolation
Fixed floor trap collision and occlusion transition timing between interior and exterior areas
Fixed crash related to Seeker Tools being turned on
đ§ Gameplay
Adjusted foliage SFX to make it easier to hear the Crawler approaching
Balanced XP rewards for Shrines, Artefacts, and time spent in the Rift
Adjusted Banjo task rewards and general gameplay balance
Increased fragment count to improve the fragment quest
Shrines now spawn closer together to make revives more viable
Reduced stress system intensity and further tweaked the mix
Spread extraction spawns for better map coverage and flow
Updated mission text and improved localisation
Improved visibility of glass traps in all weather conditions
Fixed multiple issues with Crawler pathing and behaviour loops that caused it to get stuck
đ Features
Added new under-cover kill FX
All players now display on the map to improve team coordination
Added new knockdown concussion visual effects
You can now jump to improve traversal and movement flow
Improved Crawler AI behaviour to be more reactive to player actions
Added more bridges to make river crossings easier
đ Whatâs Next
We are continuing to monitor Crawler behaviour and how players interact with it. There is still a lot more we want to do but it is important to roll out improvements incrementally to ensure the desired effect.
We will also be looking into audio and the overall sound mix. There is a lot of improvement to be made in this area and we want to make sure the experience sounds as good as it plays.
Progression and balance remain under review. We are watching telemetry and feedback to fine tune the core loop even further.
In the meantime, the next major feature we are working on is character customisation. This will include in-game unlocks that you can earn or find in the world. Most of the art is already complete and we are now working on finalising the UI and backend systems to bring it all together.
There is plenty more in the pipeline but we will leave it there for now.
Changed files in this update