War Mongrels
 This topic has been pinned, so it's probably important
DC_vipeout Oct 21, 2021 @ 4:25am
Patch Notes
This is a place where we will be posting patch notes for every patch released for War Mongrels. The latest patch notes are always going to be in this post for your convenience.

If you are having any technical issues, please visit this thread.

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INFO REGARDING PRIOR SAVES:
Reminder: we’ve added a new public branch named ‘previous_game_version’ for War Mongrels, which allows you to play the last game version, pre-patched. If you want to continue the game from a saved game state, please switch over to that branch, finish your current chapter, switch back to the ‘default’ branch and continue the journey with the latest fixes.
How: select the game from your Steam game library (not store page).
Click with the right mouse button on War Mongrels and select ‘properties’.
In the settings, move to the right side or down – depending on your Steam version: Properties -> Beta -> Select Beta version, choose the desired version.
It will update the game (rollback to the previous version) of the game.


Changelist 42052:
  • [Optimization] Improved CPU performance of highlights and targeting. Players should no longer experience FPS drops during those actions.
  • [Tweak] Greta's 'Charm' ability now has a cooldown. Additionally, her other abilities are blocked while 'Charm' is being used.
  • [Tweak] Scrolling the in-game chat no longer causes the camera to zoom in or out when the chat reaches its end.
  • [Tweak] The conditions of challenge 'Complete the mission remaining undetected' have been clarified. In order to complete this challenge you must not be noticed by the enemy. Alarms can be invoked.
  • [Tweak] Enemies will no longer run across the entire level when alarmed.
  • [Tweak] Tweaks to shooting from a crouched position.
  • [Tweak] Enemies are much better shooters when they lie on the ground. Be warned :)
  • [Tweak] Lukas's trap no longer works on allies.
  • [Tweak] Lukas's trap works on dogs.
  • [Tweak] Improvements to dog combat behavior.
  • [Tweak] Lukas and Lead can no longer disarm mines.
  • [Tweak] Improvements to patrolling logic, specifically when the enemies must return to their patrol route.
  • [Tweak] Gasoline environmental kill now causes some noise.
  • [Tweak] Melee combat in combat mode was nerfed. And versus dogs it will always miss, unless the dog is busy biting someone.
  • [Tweak] Greta's 'Gas' ability can now be used on NPCs too.
  • [Tweak] Several tweaks to civilian zones and disguises - shooting your way out under those conditions will no longer be so easy.
  • [Tweak] Using a manhole now counts as a suspicious activity.
  • [Tweak] Further improvements in AI pathing, specifically in relation to decoys and noises.
  • [Tweak] Death animation no longer plays after an automatic load.
  • [Tweak] Bullets are now destroyed before the game is saved. It was possible to save with the bullet flying at the hero and killing him instantly after the load, making such save unusable and the autoload after death feature pointless.
  • [Bugfix] It is no longer possible to change stances while disarming mines. This caused mines to become stuck in the armed state.
  • [Bugfix] In rare situations combat started automatically when one of the enemies climbed a ladder. This behavior has been corrected.
  • [Bugfix] Fixed an issue with enemies improperly reacting upon finding a dead body.
  • [Bugfix] Characters sometimes shoot through obstacles when prone, due to how we calculated point of origin for shooting. This has been corrected.
  • [Bugfix] Fixed an issue with achievements not being unlocked retroactively in some cases.
  • [Bugfix] Ewald's 'Brawl' ability is no longer usable through walls.
  • [Bugfix] Multiple collision fixes - shooting through obstacles, seeing through geometry, and similar.
  • [Bugfix] Dogs will now properly react to their master's death, even if some other AI will react to that death event first.
  • [Bugfix] Civilian NPCs no longer use combat VO.
  • [Bugfix] Fixed handling of character animations on clients.
  • [Bugfix] Fixed a few bugs related to enemy line of sight rules.
  • [Bugfix] Fixed an issue with keyboard shortcuts for executing planned actions in planning mode.
  • [Bugfix] Autosaves triggered by quest progress will no longer happen when you disable Autosaves in the options.
  • [Bugfix] Key icons will now consistently stay the same on a specific key, regardless of save or load actions.
  • [Bugfix] Fixed an issue with the enemy remaining dead after loading a saved game state, even though at the time of save he was alive. Happened for enemies who died of a mine explosion.
  • [Bugfix] Loading the game with characters hidden inside a manhole or door will no longer cause getting detected by enemies.
  • [Bugfix] Vision markers are now properly cleared after loading a saved game state.
  • [Bugfix] Loading the game when in state of combat will no longer allow enemies to ignore heroes.
  • [Bugfix] Crane environmental kill now properly resets when loading a saved game state and allows the client to use it again.
  • [Bugfix] Barrel environmental kill now works properly after loading a saved game state.
  • [Bugfix] Minedetector is no longer being left in the hand after loading a saved game state. It respects the position it was in when the save occured.
  • [Bugfix] Ammo crates now properly restore their state when loading the game. You can now pick them up again after load.
  • [Bugfix] Animation of using a medkit will no longer become stuck when loading a game.
  • [Bugfix] Player playing as a client couldn't pick up a body, if prior to loading a game he hid it. This has been corrected.
  • [Bugfix] Chapter II - Quest markers will now be properly positioned on the screen.
  • [Bugfix] Chapter II - Quest 'Man the MG42' will no longer activate twice after leaving the spot and loading the game.
  • [Bugfix] Chapter III - Fixed synchronization of enemy patrol routes after throwing a decoy.
  • [Bugfix] Chapter III - Non-interactive elements will no longer be highlighted.
  • [Bugfix] Chapter IV - Collision improvements, no more shooting through things you shouldn't be able to.
  • [Bugfix] Chapter IV - Restricted area zone position was adjusted to better fit the gameplay. The visual hints are now perfectly matched with the zone.
  • [Bugfix] Chapter IV - Greta will not 'Charm' dead soldiers anymore.
  • [Bugfix] Chapter V - Watchtower guard will no longer occasionally become stuck in the wall.
  • [Bugfix] Chapter V - Greta now properly stands in her position while talking to the doctor.
  • [Bugfix] Chapter V - Guard waits properly for Greta, before escorting her back to her cell.
  • [Bugfix] Chapter VI - Papers will no longer magically reappear after being picked up when loading a saved game state.
  • [Bugfix] Chapter VI - Skipping the cut-scene in a specific moment will no longer break truck logic and path, which effectively corrects it's position to the designed one.
  • [Bugfix] Chapter VI - Eavesdropping will not count if you are being observed.
  • [Bugfix] Chapter VII - Armory gate animation will now play properly under all circumstances.
  • [Bugfix] Chapter VII - Wooden Logs environmental kill has a better position, so it's more effective.
  • [Bugfix] Chapter VII - Prisoners will not talk to Manfred wearing a uniform when he is in combat mode.
  • [Bugfix] Chapter VII - Fixed blocking issues with keys and loading a game. You should no longer have any problems with those keys.
  • [Bugfix] Chapter VIII - Blockade near the bridge has been moved.
  • [Bugfix] Chapter IX - Quest 'Arrive at the manor with Greta escorted by Manfred' now either fails or succeeds when the papers are being checked, not earlier.
  • [Bugfix] Chapter IX - Papers check cutscene does not play if the guards are already dead.
  • [Bugfix] Chapter X - Fixed visibility issues around the Russian base.
  • [Bugfix] Chapter X - Dogs are now properly a part of their squads.
  • [Bugfix] Chapter X - Berling Soldiers are now on their correct team.
  • [Bugfix] Chapter X - Character portrait will now properly follow the truck after the hero enters the truck, showing the correct position.
  • [Bugfix] Chapter X - After the driver and passenger exit the car, the truck will stop.
  • [Bugfix] Chapter XI - Fixed an issue with enemies being unable to return to their previous positions after being distracted by a decoy.
  • [Bugfix] Chapter XI - Manhole leading to the hospital is now disabled after the third sewer cut-scene. Hiding in it caused a block.
  • [Bugfix] Chapter XI - The quest marker for 'Carry Bandit' is now properly attached and positioned for clients.
  • [Bugfix] Chapter XI - You can no longer break the cut-scene by going in front of the armored car before it plays ;)
  • [Bugfix] Chapter XI - One of the climbing walls was behaving inconsistently. This has been corrected.
  • [Bugfix] Chapter XI - Outro now properly shows subtitles.
  • [Bugfix] Chapter XII - Fixed an issue where enemies could get stuck on one of the ladders.
  • [Bugfix] Chapter XII - Fixed an issue which could cause Lead's levitating body to be visible during the Joachim cutscene.
Last edited by DC_vipeout; Jan 27, 2022 @ 5:18am
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Showing 1-11 of 11 comments
DC_vipeout Oct 22, 2021 @ 10:59am 
Changelist 40818:
  • [Crashfix] Fixed several memory related access errors which caused the game to crash.
  • [Crashfix] Prevented the game from crashing when improperly removing more skill charges than were available to use.
  • [Crashfix] Rarely, when a client disconnects the game crashes due to the fact that the server still sends function calls. Client now ignores those old and irrelevant calls.
  • [Crashfix] Temporarily disabled keyboard navigation in the menus. It's a feature closely tied to controller support, which currently doesn't work properly and it crashed the game.
  • [Crashfix] Prevented the game from infinitely calling a recurrent function when a specific set of conditions occurs.
  • [Crashfix] Allowed the minimap system to survive null entries in it's rendering table.
Last edited by DC_vipeout; Oct 28, 2021 @ 11:06am
DC_vipeout Oct 22, 2021 @ 11:00am 
Changelist 40918:

NOTE: Unfortunately your old saved game states are incompatible between the old and new version due to the amount of changes all those fixes required. We apologize for this, unfortunately due to technical limitations it was unavoidable.

Your overall campaign progress remains, but you will have to restart the last chapter you haven’t finished yet.


  • [Optimization] Optimized physics calculations during character rotation. Lowers CPU usage.
  • [Tweak] Multiple adjustments to the save system. Most notably, the issue with being unable to save the game should occur less frequently. We're still working on the final fix.
  • [Tweak] Made several improvements to AI that controls your characters in Combat Mode. They will no longer activate the alarm themselves, lol.
  • [Tweak] Display the current keybinds for Quick Save and Quick Load on the related buttons in the top right corner of the UI.
  • [Bugfix] Fixed an issue causing characters to exit and enter vehicles multiple times in a row.
  • [Bugfix] Solved issues with challenges depending on kill counters, such as killing 10 enemies with the environment.
  • [Bugfix] You will no longer be able to enter any multiplayer features if you fail to log-in properly. Happened mostly for EGS players who launched the game outside of the launcher.
  • [Bugfix] Fixed an issue with all quest markers getting enabled again when changing the "Show Quest Arrows" option during gameplay.
  • [Bugfix] Fixed an issue with "Reset Camera" action improperly working after rebinding the key.
  • [Bugfix] Greta's "Gas" skill will now make the affected enemies lose the ability to hear. They were able to hear before and it allowed them to alarm other enemies when they should not.
  • [Bugfix] The enemies will now properly return to patrolling their designated area after loading a save game.
  • [Bugfix] The chat will now respect user settings even after a map change or a recreation of the widget. Issue caused unwanted messages to show up.
  • [Bugfix] Corrected several localization errors.
  • [Bugfix] Achievement "Eat Lead!" will now properly count officers and can be unlocked.
  • [Bugfix] Chapter I - You can cut through the fence if you didn't kill the nearby guard watching.
  • [Bugfix] Chapter I - Planning mode tutorial will no longer get blocked in multiplayer.
  • [Bugfix] Chapter II - Enemies arriving by truck will now properly shoot with their weapons in their hands.
  • [Bugfix] Chapter II - Lukas and Ewald no longer hide in the bushes after escaping from the bridge explosion. You can now complete that challenge ;)
  • [Bugfix] Chapter II - All the guards will now leave their positions after the explosion. Sometimes some of them remained, which was not as designed.
  • [Bugfix] Chapter II - Trees now have proper collision channels and the characters behind them will have an outline like when they're behind any other obstacle.
  • [Bugfix] Chapter III - After the bomb was placed it could explode as soon as you hid in the wardrobe. It shouldn't do that. It will now only blow up after you exit the building.
  • [Bugfix] Chapter III - The last wave of enemies will no longer spawn twice, which previously made the level much harder than originally designed.
  • [Bugfix] Chapter IV - Fixed matching of the visible building geometry with the actual geometry used by perception and AI. Solves many cases with movement, visibility and AI in this chapter.
  • [Bugfix] Chapter IV - Enemies can no longer shoot through the walls of certain buildings. Cheaters.
  • [Bugfix] Chapter IV - Added a reminder about suspicious behavior in civilian zones.
  • [Bugfix] Chapter IV - Fixed a problem where enemies could see and detect you through a truck.
  • [Bugfix] Chapter V - Fixed a notorious bug with guards not leaving Greta alone in her cell.
  • [Bugfix] Chapter VII - If you get the key to the Armory before freeing Joachim, the game will continue.
  • [Bugfix] Chapter VIII - Michelle's group will now reach their designated destination without getting blocked on the way.
  • [Bugfix] Chapter VIII - Michelle's group will no longer become alarmed when they hear a nearby shot.
  • [Bugfix] Chapter IX - Inside the Mansion your walking speed is reduced. However it did not restore to normal when you left the Mansion. This is now fixed.
  • [Bugfix] Chapter IX - Fixed Flare Gun not launching an attack after saving and loading a game.
  • [Bugfix] Chapter XI - The tank no longer sees characters in bushes.
  • [Crashfix] Not really a crash but a hang: Rarely when rotating, the characters could enter an infinite loop. This code has been cleaned up and optimized.
  • [Crashfix] The client crashed when it received information that a character died, when the killer was also already dead. No longer happens.
  • [Crashfix] Fixed several cases of crashes that happened when a player kept pressing keys while disconnecting from the host.
  • [Crashfix] We’ve allowed you to open your store profile even if you failed to log-in properly. This caused a crash. We now prevent you from opening that overlay link in such a case. Happened mostly on EGS when launched outside of the launcher.
  • [Crashfix] Further stability improvements, fixing remaining crashes, prioritized by their frequency of occurrence.
  • [Info] We're still working on multiple other issues. Next round of hotfixes early next week.
Last edited by DC_vipeout; Oct 22, 2021 @ 11:00am
DC_vipeout Oct 25, 2021 @ 6:59am 
Changelist 40974:
  • [Tweak] Disable Depth Outlines when UI opacity is set to 0%. You can now make clean screens!
  • [Tweak] Enemy Markers above their heads now correctly handle UI opacity option and gently fade out with the setting.
  • [Bugfix] Achievement 'Food Massacre' now properly counts dog kills.
  • [Bugfix] A few more fixes to the savegame system. Again, the save blocks will happen less frequently, but we're still not ready with the final fix.
  • [Bugfix] Vehicle code has been patched up, fixing some level soft blocks related to them.
  • [Bugfix] 'Piece of cake' achievement will show progress correctly.
  • [Bugfix] 'Such is War!' achievement will unlock when it should.
  • [Crashfix] Multiple fixes for special cases of players, who play with Offline Mode on Steam, or play on EGS without using the launcher and failing login, as a result.
  • [Crashfix] Enemies could crash the game when rotating under special circumstances. No longer happens.
  • [Crashfix] Fixed issue with HUD rendering crashing the game while the client disconnected from host.
  • [Crashfix] Fixed a presence related crash that occurred sometimes when quitting the game.
  • [Crashfix] News Feed sliders no longer crash the application when attempting to show more news or patch notes than there are available.
  • [Crashfix] Fix a crash related to enemy patrolling.
Last edited by DC_vipeout; Oct 25, 2021 @ 7:03am
DC_vipeout Oct 28, 2021 @ 11:06am 
Changelist 41167:
  • [Tweak] We no longer block quicksaves in dangerous situations. Now it's your problem. :)
  • [Tweak] Localization fixes. A single word here or there in multiple languages. Thank you for reporting!
  • [Tweak] Markers above enemy heads now correctly handle the UI opacity option and gently fade out with the setting. For real this time ;)
  • [Bugfix] Solved numerous problems with the AI, both the one controlling enemies as well as heroes when in Combat Mode.
  • [Bugfix] Enemy AI will now properly use ladders while in Combat Mode.
  • [Bugfix] Further fixes to the save system; more and more cases of being unable to save the game's state have been resolved. We're still working on this.
  • [Bugfix] Dogs will now always react to their master's death.
  • [Bugfix] Fixed chat messages being sometimes improperly colored.
  • [Bugfix] Increased the maximum allowed draw distance for barrels that can be used as an environmental action. They'll no longer disappear from view so fast.
  • [Bugfix] We now make double sure before a conversation starts, to prevent situations when someone is having a conversation with nobody around.
  • [Bugfix] Solved issues with heroes sometimes not having their full set of skills after loading a saved game state from the main menu. This only affected skills that were made available during the chapter.
  • [Bugfix] Greta's 'Gas' skill no longer works through walls.
  • [Bugfix] Trucks will no longer block the heroes from standing up from a prone position.
  • [Bugfix] Usable objects that emit audio when turned on did not properly restore their state after quickloading the game and were always turned on. They now respect the state they were in at the time the save was made.
  • [Bugfix] Multiple improvements to cursor visuals, including skill display, reloading etc.
  • [Bugfix] Multiple collision improvements, so that there are no irritating situations when you should hit the target, but something took the bullet instead.
  • [Bugfix] Story articles will now properly remain unlocked once you unlock them. Unfortunately, you need to unlock them again in order to view them.
  • [Bugfix] Fixes to HDR rendering on DX12.
  • [Bugfix] Kill counting was erroneously expecting special characters within Chapters to be killed as well for the 'Kill all enemies' challenges.
  • [Bugfix] Cut-table fences will never blink again after they have been cut.
  • [Bugfix] Cut-table fences will never allow themselves to be cut again after they have been cut. Happened in rare scenarios.
  • [Bugfix] Bushes will now remain highlighted in the highlight mode under the 'H' key when hiding a body.
  • [Bugfix] The UI popup window that shows up after picking up a collectible will now always show up. It used to be possible that sometimes it wouldn’t.
  • [Bugfix] People on ladders don't spawn dust particles and play sounds under those ladders anymore.
  • [Bugfix] Fixed an issue with inaudible dog barking.
  • [Bugfix] Fixed an issue with characters sometimes getting into an infinite door loop (btw. good idea for a movie title), entering and exiting them forever.
  • [Bugfix] Fixed a visual bug with vision cones when the vision cone opacity was set to low values.
  • [Bugfix] Fixed an issue on clients only related to equipping and unequipping weapons.
  • [Bugfix] Disable Combat Mode when client leaves the game.
  • [Bugfix] Fixed bug with dead dog getting resurrected after you loaded a saved game state that was made when the dog was getting poisoned by a sausage.
  • [Bugfix] Civilian characters are now able to sit. They previously couldn't, at least from the client's point of view.
  • [Bugfix] Chapter I - Fixed issues with failing to hide UI buttons for actions that are blocked during the tutorial.
  • [Bugfix] Chapter I - Improved visibility of the vision cones in the area around the wooden shack.
  • [Bugfix] Chapter II - Resolved a pathing issue on the small wooden bridge. Characters can now cross it through the middle without any blocks.
  • [Bugfix] Chapter II - Some poles were improperly allowing enemies to see through them and detect the player.
  • [Bugfix] Chapter III - Fixed visual glitches with the ground around the base.
  • [Bugfix] Chapter III - Fixed the case when you could enter the truck after a full load, before killing Titel.
  • [Bugfix] Chapter III - Collectibles will now be properly displayed in the menus for this chapter.
  • [Bugfix] Chapter III - The garrison building now has more detailed collisions around the windows and the roof. Also fixed some visual issues.
  • [Bugfix] Chapter III - Made navigation tweaks in the hangar to fix a blocker with characters being stuck on the stairs.
  • [Bugfix] Chapter III - 'Kill Titel' quest now properly allows you to kill him with MG without even planting the bomb. Nice find! We like creative problem solving, so more options! :)
  • [Bugfix] Chapter IV - Enemies could mistakenly see through some walls and geometry, making the chapter a bit harder.
  • [Bugfix] Chapter IV - Rubble can no longer interfere with or impede the process of planting the bomb.
  • [Bugfix] Chapter IV - Challenge 'Kill 4 enemies at once with falling crate' will now properly unlock.
  • [Bugfix] Chapter IV - Enemies exiting the trucks will no longer appear to be floating. Their speed was desynchronized with the animation and it looked unnatural.
  • [Bugfix] Chapter IV - Moving around the market in a prone position will now work much better. Solved multiple collision and pathing issues of this type.
  • [Bugfix] Chapter IV - Depending on how you played, Rubble could have issues with the mines. There has been an error between this ability and planting the bomb, which messed up the game's logic.
  • [Bugfix] Chapter IV - One of the enemies did not patrol his route, because he was literally spawned inside a box. We’ve made him free ;)
  • [Bugfix] Chapter V - Solved issues with a blocked prone position outside the prison area.
  • [Bugfix] Chapter V - The low frequency sound of enabled light bulbs was placed too often and irritated some players. It will now properly respect the 'Ambient' sound class in the settings and by default is less noticeable.
  • [Bugfix] Chapter VII - Corrected multiple issues with prisoners and their behavior.
  • [Bugfix] Chapter VII - There was a section of barbed wire that you could actually just walk through. No longer possible.
  • [Bugfix] Chapter VII - Enemies could see you through the fence around the barracks. They will now respect general perception rules.
  • [Bugfix] Chapter VII - Further fixes to keys and opening gates. No more blockers are known.
  • [Bugfix] Chapter VII - The Uprising quest will not activate before the player takes a photo of genocide. This allowed some players to complete the chapter without finishing that quest.
  • [Bugfix] Chapter VII - Fixed collectibles not unlocking properly under certain conditions.
  • [Bugfix] Chapter VIII - Solved issues with pathing on the small bridge around the vineyard.
  • [Bugfix] Chapter VIII - Improved patrol ordering so that enemies will not stand still doing nothing for long periods of time.
  • [Bugfix] Chapter VIII - Fixed an issue with one of the soldiers in front of the entrance getting blocked completely.
  • [Bugfix] Chapter VIII - Resolved perception issues with enemies seeing heroes they shouldn’t see.
  • [Bugfix] Chapter IX - Challenge 'Prepare an assassination plan without killing a single guest' will now unlock in all scenarios. Sometimes it was not awarded, although it should.
  • [Bugfix] Chapter IX - Fountains now have proper collisions.
  • [Bugfix] Chapter IX - Traversing stairs is now smoother.
  • [Bugfix] Chapter IX - Walking around the courtyard will no longer cause characters to get blocked.
  • [Bugfix] Chapter X - Sometimes, when you were detected while detecting mines, the enemies ran back to the base and alerted everybody instead of simply shooting at you. They now behave correctly.
  • [Bugfix] Chapter XI - Challenge 'Eliminate the enemies in front of the church without the help of Berling's soldiers' will now be properly unlocked.
  • [Bugfix] Chapter XI - Fixed an issue with Ewald not being allowed to use the MG at the end of this chapter.
  • [Bugfix] Chapter XI - The challenge to kill enemies was changed to one requiring you to finish this chapter without any use of the Sniper Rifle. Enemies in this chapter are practically infinite and this challenge was unobtainable in practice.
  • [Bugfix] Chapter XI - The tank perception has been fixed. It saw less than it should.
  • [Bugfix] Achievement 'It Will Rain' will now be properly unlocked for players joining someone else’s game.
  • [Bugfix] Achievement 'Hold a Door' will now be properly unlocked for players joining someone else’s game.
  • [Bugfix] Achievement 'Not Spill a Drop' will now only unlock on maps where Ewald is a playable character.
  • [Crashfix] Fixed a crash occurring when multiple players attempted to join the same server at the same time. Incredibly timing dependent.
  • [Crashfix] When we leave a chapter we clean up everything belonging to that chapter. Sometimes we cleaned up a bit too much ;)
  • [Crashfix] Fixed a rare crash that occurred when you opened multiple collectible rewards screens in quick succession when loading the next chapter.
  • [Crashfix] Fixed a crash that could happen if a client joined very shortly after the host shot someone and spawned a blood decal.
  • [Crashfix] Fixed a crash that happened when you attempted to press keys on a controller.
Last edited by DC_vipeout; Oct 28, 2021 @ 11:08am
DC_BeerBear  [developer] Nov 17, 2021 @ 7:46am 
NOTE: As you've requested, we've added a new public branch named 'previous_game_version' for War Mongrels, which allows you to play the last game version, pre-patched. If you want to continue the game from a saved game state, please switch over to that branch, finish your current chapter, switch back to the 'default' branch and continue the journey with the latest fixes.

Changelist 41417:

  • [Tweak] Improvements to patrolling behavior after loading a saved game state.
  • [Tweak] General improvements to character movement.
  • [Tweak] Barrel and gasoline spill can be used only by one character at the same time.
  • [Tweak] Mines can be disarmed only by one character at the same time.
  • [Tweak] Combat Mode cannot be entered while carrying a body.
  • [Tweak] Tweaks to how AI alerts each other of suspicious behavior around them.
  • [Tweak] Tweaks to how AI discovers bodies.
  • [Tweak] Greta shooting with silenced pistol now draws more attention from enemies.
  • [Tweak] Improvements to pick up logic, mainly how it reacts to body vs ammo situations.
  • [Tweak] Autosaves will delay additional time after a manual or quick save requested by the player. This avoids the reported issue of too many saves made in almost identical moments.
  • [Bugfix] Fixed issue with AI turning the Gramophone on, when it was supposed to turn it off.
  • [Bugfix] Bunch of fixes to Rubble's firecracker.
  • [Bugfix] Several bugs related to ladders, their behavior on client, targeting logic were resolved.
  • [Bugfix] AI has incorrectly searched for players hiding in bushes in some cases. Those cases now behave as designed.
  • [Bugfix] Enemies didn’t always react to decoys fast enough. They've improved their senses.
  • [Bugfix] Shooting received numerous fixes.
  • [Bugfix] Enemies now properly hide weapons after loading a saved game state.
  • [Bugfix] Localization improvements for Spanish, Turkish and Brazilian-Portuguese locales.
  • [Bugfix] Log stack now behave properly after loading a game
  • [Bugfix] Close combat and targeting animations are now properly resetting when loading a saved game state.
  • [Bugfix] Formations now properly restore their relative locations after loading a saved game state.
  • [Bugfix] Solved issue with some orders improperly restoring after loading a saved game state.
  • [Bugfix] Solved issues with clients not receiving credit for finishing chapters as well as not receiving the relevant achievements.
  • [Bugfix] Chapter II - Fixed a case where a bridge could explode again after loading the game.
  • [Bugfix] Chapter II - Fixed ledge on warehouse area - so Lukas can climb it now properly.
  • [Bugfix] Chapter III - Added some missing textures to some 3d objects.
  • [Bugfix] Chapter III - Fixed visibility of additional collectibles widgets after loading the game.
  • [Bugfix] Chapter III - Fixes to navmesh near the fence of the tank repairing facility.
  • [Bugfix] Chapter IV - Added additional collision to the building to block projectiles and visibility.
  • [Bugfix] Chapter IV - Eagle figure environmental kill now behaves properly after loading the game.
  • [Bugfix] Chapter IV - The Place mine subquest now fails when it’s supposed to.
  • [Bugfix] Chapter IV - Properly showing quests after loading the save that was made after talking to Greta.
  • [Bugfix] Chapter IV - Tramway will now properly block projectiles.
  • [Bugfix] Chapter IV - Collision on rooftops tweaked.
  • [Bugfix] Chapter V - Tweaked position of a soldier in the last arena so the guy stands next to his spotlight.
  • [Bugfix] Chapter V - Guys manning the spotlight now bear arms.
  • [Bugfix] Chapter V - Camera now cannot collide with the second jail block.
  • [Bugfix] Chapter VI - Fixed the soldier that was trying to shoot up Ewald at the cutscene ending the level.
  • [Bugfix] Chapter VI - The path to the collectible is now more visible.
  • [Bugfix] Chapter VI - Fixed the exploit when you could lure the officer with the documents by shooting near the starting point of the level.
  • [Bugfix] Chapter VII - Fixed case where some players were blocked if they gathered keys to the gates twice with the same hero.
  • [Bugfix] Chapter VII - Joachim cannot die before you add him to the team.
  • [Bugfix] Chapter VII - Fixed an issue where the game misinformed the player about failing the challenge after loading the game.
  • [Bugfix] Chapter VII - Fixed visibility of additional collectibles widgets after loading the game.
  • [Bugfix] Chapter VII - Fixed updating open gate quest even if gates have been opened before activating that quest.
  • [Bugfix] Chapter VII - Fixed issue when player was able to crawl inside crates near the garrison building.
  • [Bugfix] Chapter VII - Fixed displaying lines showing fuse on electric fences hover.
  • [Bugfix] Chapter VII - Fixed navmesh under the stairs.
  • [Bugfix] Chapter VIII - Some enviro objects now properly block the enemy vision.
  • [Bugfix] Chapter VIII - Enemies near the road sign are now properly grouped.
  • [Bugfix] Chapter VIII - Fixed an issue when you skipped the intro in the right circumstances our heroes constantly were aiming weapons at Michelle.
  • [Bugfix] Chapter VIII - Fixes to the "Free prisoners" challenge.
  • [Bugfix] Chapter VIII - Gameplay bushes that were placed outside the gameplay area were removed.
  • [Bugfix] Chapter IX - Fixed an issue where the roof of the mansion did not hide after quick load and intro.
  • [Bugfix] Chapter X - Navmesh tweaked and smoothed.
  • [Bugfix] Chapter X - Collision near the bunker tweaked.
  • [Bugfix] Chapter X - Ledge that could block Lead and Ewald fixed.
  • [Bugfix] Chapter X - Fixed rare case where Ewald could kill himself while trying to shoot up the machine gun nest.
  • [Bugfix] Chapter X - Fixed Ewald stuck in the area with three drinking soldiers at the table.
  • [Bugfix] Chapter XI - Ledge that could block Lead and Ewald fixed.
  • [Bugfix] Chapter XI - Fixed issues with barricades not behaving properly after loading the game.
  • [Bugfix] Chapter XI - Roof of the church now hides properly for the join in progress client.
  • [Bugfix] Chapter XI - Non-gameplay mines don’t get highlighted anymore.
  • [Bugfix] Chapter XI - You cannot pick up sniper ammo if you have max ammo.
  • [Bugfix] Chapter XII - Some navmesh fixes.
  • [Bugfix] Chapter XII - Enemies gathered near the Burning Barrels should now properly return to their places after being alarmed.
  • [Bugfix] Chapter XII - Lukas won't automatically go prone when overlaps a trigger near the prisoner wagon.
  • [Bugfix] Chapter XII - Fixed case when a join in progress client could crash when he was joining when the server carried Lead.
  • [Bugfix] Chapter XII - Fixes to navmesh near the Joachim office and storage room in the jail area.
  • [Crashfix] Fixed the game occasionally crashing when there was no one to listen to Titel.
Last edited by DC_BeerBear; Nov 17, 2021 @ 10:24pm
DC_BeerBear  [developer] Dec 9, 2021 @ 7:39am 
Last large patch in 2021. Thank you for all the reports getting us to this point :) Work continues!

IMPORTANT NOTE ABOUT SAVES: Please remember about the public branch named 'previous_game_version' for War Mongrels, which allows you to play the last game version, pre-patched. If you want to continue the game from a pre-patch saved game state, please switch over to that branch (in Properties => Betas), finish your current chapter, switch back to the 'default' branch and continue the journey with the latest fixes.

Changelist 41602:
    [Translations]
  • Fixes to Russian and Italian localisations.

    [Dog Behavior]
  • Many fixes around dogs and their combat, looking for enemies, attack patterns, they also now do not get stuck while observing the watch, they won't also attack through fences.
  • Dogs are faster now - it is not that easy to run away from them also they do not change into homing missiles after treating them with Greta's gas.
  • Stopped the dog attack animation upon loading a game.
  • Dogs cone of attack is now properly coloured.

    [Save System]
  • Fixes in restoring chain type patrols after loading the game.
  • There was an issue when if you loaded a game while a throwable (i.e grenade) was thrown it could block the ability to save the game - it is now fixed.
  • Fixes to the issue where after loading a gamestate after killing the enemy with melee attack he was dead but his model was still standing.
  • Fixes to the issue where after loading a gamestate after killing the enemy with a trap he was dead but his model was still standing.
  • Drawer cabinets now behave properly after save/load.
  • Gasoline pool now saves and loads properly.
  • We are now checking if a save game is able to create every step of the savegame creating sequence. Before that there was a small chance that we might end with a situation where a save has been created when it should not be. I.E. playable hero being dead after walking on the mine.
  • Replaced progress with play time in the save/load menu.
  • There was a possibility that a graphic of the key being carried by a hero could end up being hidden after loading a game.
  • Fixed an issue with Rubble’s throwing knife being teleported to 0,0,0 after loading a save at a specific timing.
  • Fixed a weird issue where the GetTimer function could return junk data. May lead to some Timers being ignored after loading the game.
  • It was possible for the AI to be stuck in reloading an ability - this could lead to save games being blocked - it is now fixed.
  • Fixed an issue of heroes being stuck in hiding places after loading the game.

    [General]
  • Fixes to how enemies propagate info about entering combat - fixed some strange cases where enemies would not register our heroes properly.
  • Fixes in regards to creating dynamic squads of enemies - this fixes the issue of two enemies going to the same decoy even after their squad was disbanded.
  • Fixes for the AI sometimes not moving together to some decoys if they were in a squad.
  • Some fixes to how much time a search could take after the enemy was alerted.
  • It is now possible for the AI to stop observing something and switch to something new.
  • Fixes to enemies sometimes being stuck in a loop of ignoring an item.
  • Fixes to the ammo counter in combat mode.
  • Fix unlocking ‘HOLOCAUST... TIMES FIVE.’ article along with ‘Explorer - Find a collectible’ achievement.
  • A bunch of small items won't now absorb decals from enviro.
  • Enemies now can move via node doors while being in combat mode, while also they will now use node doors properly when looking for the player.
  • You can't now charge or pick up bodies through the fences.
  • Gasoline pools now have proper collision.
  • Fixed an issue where an enemy could get stuck observing things.
  • MG42 cones are now a better match with the vision cone.
  • IsCombatModeEnabled is always false for the dead guy.
  • Some fixes to how the medkits work.
  • Fixed an issue with broken lobby and multiplayer session state after client leaves mid travel.
  • Looking around animation is blocked for enemies that are sitting - fixes the issue of their cone beign misplaced after being gassed by Greta.
  • Greta is now properly playing her Charm animation if the enemy has a weapon drawn.

    [Map02]
  • The fence near the separating two parts of the map now blocks line of sight and projectiles to prevent exploits.

    [Map03]
  • An officer sitting on a bench near the garrison was quite blind. For some reason he was stuck in the collision of the nearby GuardHouse which blocked his perception. He is ok now.
  • Removed navmesh that for some reason generated underground and could disturb heroes moving in prone positions.
  • Fixed some projectile collision issues within buildings.

    [Map04]
  • Fixed an issue with mines not saving properly and not being properly shown.
  • Fixed some projectile collision issues within buildings.

    [Map07]
  • Fence doors now behave properly after loading the game.
  • Removed the unnecessary door that was hidden under the floor.

    [Map08]
  • Fixed an issue where you could sneak by with Manfred near the beginning of the level and pass the whole market arena.

    [Map09]
  • Fixed the blocking issue when you killed all officers before rallying partisans.

    [Map10]
  • Some fixes to the ledges that you can climb on.
  • Fixed a wall on the German side that did not properly block perception.

    [Map11]
  • Medkits are now working properly for all heroes.
  • After picking up an ammo box it stops highlighting.
  • Tank from the hospital now properly drives through the gate.
  • Tanks won't be on fire anymore after loading a save before destroying them.
  • Quest markers for both SDKFZ and Tanks are now properly attached to those vehicles both on the server and the client.

    [Map12]
  • Rubble now can properly pick up handgun ammo.
Last edited by DC_BeerBear; Dec 9, 2021 @ 7:49am
DC_vipeout Jan 27, 2022 @ 5:17am 
INFO REGARDING PRIOR SAVES:
Reminder: we’ve added a new public branch named ‘previous_game_version’ for War Mongrels, which allows you to play the last game version, pre-patched. If you want to continue the game from a saved game state, please switch over to that branch, finish your current chapter, switch back to the ‘default’ branch and continue the journey with the latest fixes.
How: select the game from your Steam game library (not store page).
Click with the right mouse button on War Mongrels and select ‘properties’.
In the settings, move to the right side or down – depending on your Steam version: Properties -> Beta -> Select Beta version, choose the desired version.
It will update the game (rollback to the previous version) of the game.

Changelist 42052:
  • [Optimization] Improved CPU performance of highlights and targeting. Players should no longer experience FPS drops during those actions.
  • [Tweak] Greta's 'Charm' ability now has a cooldown. Additionally, her other abilities are blocked while 'Charm' is being used.
  • [Tweak] Scrolling the in-game chat no longer causes the camera to zoom in or out when the chat reaches its end.
  • [Tweak] The conditions of challenge 'Complete the mission remaining undetected' have been clarified. In order to complete this challenge you must not be noticed by the enemy. Alarms can be invoked.
  • [Tweak] Enemies will no longer run across the entire level when alarmed.
  • [Tweak] Tweaks to shooting from a crouched position.
  • [Tweak] Enemies are much better shooters when they lie on the ground. Be warned :)
  • [Tweak] Lukas's trap no longer works on allies.
  • [Tweak] Lukas's trap works on dogs.
  • [Tweak] Improvements to dog combat behavior.
  • [Tweak] Lukas and Lead can no longer disarm mines.
  • [Tweak] Improvements to patrolling logic, specifically when the enemies must return to their patrol route.
  • [Tweak] Gasoline environmental kill now causes some noise.
  • [Tweak] Melee combat in combat mode was nerfed. And versus dogs it will always miss, unless the dog is busy biting someone.
  • [Tweak] Greta's 'Gas' ability can now be used on NPCs too.
  • [Tweak] Several tweaks to civilian zones and disguises - shooting your way out under those conditions will no longer be so easy.
  • [Tweak] Using a manhole now counts as a suspicious activity.
  • [Tweak] Further improvements in AI pathing, specifically in relation to decoys and noises.
  • [Tweak] Death animation no longer plays after an automatic load.
  • [Tweak] Bullets are now destroyed before the game is saved. It was possible to save with the bullet flying at the hero and killing him instantly after the load, making such save unusable and the autoload after death feature pointless.
  • [Bugfix] It is no longer possible to change stances while disarming mines. This caused mines to become stuck in the armed state.
  • [Bugfix] In rare situations combat started automatically when one of the enemies climbed a ladder. This behavior has been corrected.
  • [Bugfix] Fixed an issue with enemies improperly reacting upon finding a dead body.
  • [Bugfix] Characters sometimes shoot through obstacles when prone, due to how we calculated point of origin for shooting. This has been corrected.
  • [Bugfix] Fixed an issue with achievements not being unlocked retroactively in some cases.
  • [Bugfix] Ewald's 'Brawl' ability is no longer usable through walls.
  • [Bugfix] Multiple collision fixes - shooting through obstacles, seeing through geometry, and similar.
  • [Bugfix] Dogs will now properly react to their master's death, even if some other AI will react to that death event first.
  • [Bugfix] Civilian NPCs no longer use combat VO.
  • [Bugfix] Fixed handling of character animations on clients.
  • [Bugfix] Fixed a few bugs related to enemy line of sight rules.
  • [Bugfix] Fixed an issue with keyboard shortcuts for executing planned actions in planning mode.
  • [Bugfix] Autosaves triggered by quest progress will no longer happen when you disable Autosaves in the options.
  • [Bugfix] Key icons will now consistently stay the same on a specific key, regardless of save or load actions.
  • [Bugfix] Fixed an issue with the enemy remaining dead after loading a saved game state, even though at the time of save he was alive. Happened for enemies who died of a mine explosion.
  • [Bugfix] Loading the game with characters hidden inside a manhole or door will no longer cause getting detected by enemies.
  • [Bugfix] Vision markers are now properly cleared after loading a saved game state.
  • [Bugfix] Loading the game when in state of combat will no longer allow enemies to ignore heroes.
  • [Bugfix] Crane environmental kill now properly resets when loading a saved game state and allows the client to use it again.
  • [Bugfix] Barrel environmental kill now works properly after loading a saved game state.
  • [Bugfix] Minedetector is no longer being left in the hand after loading a saved game state. It respects the position it was in when the save occured.
  • [Bugfix] Ammo crates now properly restore their state when loading the game. You can now pick them up again after load.
  • [Bugfix] Animation of using a medkit will no longer become stuck when loading a game.
  • [Bugfix] Player playing as a client couldn't pick up a body, if prior to loading a game he hid it. This has been corrected.
  • [Bugfix] Chapter II - Quest markers will now be properly positioned on the screen.
  • [Bugfix] Chapter II - Quest 'Man the MG42' will no longer activate twice after leaving the spot and loading the game.
  • [Bugfix] Chapter III - Fixed synchronization of enemy patrol routes after throwing a decoy.
  • [Bugfix] Chapter III - Non-interactive elements will no longer be highlighted.
  • [Bugfix] Chapter IV - Collision improvements, no more shooting through things you shouldn't be able to.
  • [Bugfix] Chapter IV - Restricted area zone position was adjusted to better fit the gameplay. The visual hints are now perfectly matched with the zone.
  • [Bugfix] Chapter IV - Greta will not 'Charm' dead soldiers anymore.
  • [Bugfix] Chapter V - Watchtower guard will no longer occasionally become stuck in the wall.
  • [Bugfix] Chapter V - Greta now properly stands in her position while talking to the doctor.
  • [Bugfix] Chapter V - Guard waits properly for Greta, before escorting her back to her cell.
  • [Bugfix] Chapter VI - Papers will no longer magically reappear after being picked up when loading a saved game state.
  • [Bugfix] Chapter VI - Skipping the cut-scene in a specific moment will no longer break truck logic and path, which effectively corrects it's position to the designed one.
  • [Bugfix] Chapter VI - Eavesdropping will not count if you are being observed.
  • [Bugfix] Chapter VII - Armory gate animation will now play properly under all circumstances.
  • [Bugfix] Chapter VII - Wooden Logs environmental kill has a better position, so it's more effective.
  • [Bugfix] Chapter VII - Prisoners will not talk to Manfred wearing a uniform when he is in combat mode.
  • [Bugfix] Chapter VII - Fixed blocking issues with keys and loading a game. You should no longer have any problems with those keys.
  • [Bugfix] Chapter VIII - Blockade near the bridge has been moved.
  • [Bugfix] Chapter IX - Quest 'Arrive at the manor with Greta escorted by Manfred' now either fails or succeeds when the papers are being checked, not earlier.
  • [Bugfix] Chapter IX - Papers check cutscene does not play if the guards are already dead.
  • [Bugfix] Chapter X - Fixed visibility issues around the Russian base.
  • [Bugfix] Chapter X - Dogs are now properly a part of their squads.
  • [Bugfix] Chapter X - Berling Soldiers are now on their correct team.
  • [Bugfix] Chapter X - Character portrait will now properly follow the truck after the hero enters the truck, showing the correct position.
  • [Bugfix] Chapter X - After the driver and passenger exit the car, the truck will stop.
  • [Bugfix] Chapter XI - Fixed an issue with enemies being unable to return to their previous positions after being distracted by a decoy.
  • [Bugfix] Chapter XI - Manhole leading to the hospital is now disabled after the third sewer cut-scene. Hiding in it caused a block.
  • [Bugfix] Chapter XI - The quest marker for 'Carry Bandit' is now properly attached and positioned for clients.
  • [Bugfix] Chapter XI - You can no longer break the cut-scene by going in front of the armored car before it plays ;)
  • [Bugfix] Chapter XI - One of the climbing walls was behaving inconsistently. This has been corrected.
  • [Bugfix] Chapter XI - Outro now properly shows subtitles.
  • [Bugfix] Chapter XII - Fixed an issue where enemies could get stuck on one of the ladders.
  • [Bugfix] Chapter XII - Fixed an issue which could cause Lead's levitating body to be visible during the Joachim cutscene.
DC_BeerBear  [developer] Feb 18, 2022 @ 4:15am 
INFO REGARDING PRIOR SAVES:
Reminder: we’ve added a new public branch named ‘previous_game_version’ for War Mongrels, which allows you to play the last game version, pre-patched. If you want to continue the game from a saved game state, please switch over to that branch, finish your current chapter, switch back to the ‘default’ branch and continue the journey with the latest fixes.

How: select the game from your Steam game library (not store page).
Click with the right mouse button on War Mongrels and select ‘properties’.
In the settings, move to the right side or down – depending on your Steam version: Properties -> Beta -> Select Beta version, choose the desired version.
It will update the game (rollback to the previous version) of the game.

Changelist 42424:
  • [Optimization] Fixed audio in videos on Windows 7.
  • [Optimization] The game now properly detects your OS language when launched for the first time.
  • [Tweak] Joachim’s stun now works also on NPCs.
  • [Tweak] Collisions on picked up weapons now disappear properly - sometimes the picked up weapon could interfere with the line of sight.
  • [Tweak] A bunch of tweaks to squad reactions, their meeting points and their behavior after save/load.
  • [Tweak] Tweaks to shooting dogs from a prone position.
  • [Tweak] You can now stun an enemy who is being charmed by Greta.
  • [Tweak] Combat mode is now also a suspicious activity, even when not shooting. There was an exploit that could lead to being invisible while being in combat mode.
  • [Tweak] Removed highlights from the gasoline pool.
  • [Tweak] Some collision tweaks on nearly all chapters (3, 4, 5, 6, 7, 8, 10, 11, 12).
  • [Tweak] Remeshed a part of the minefield on map10.
  • [Bugfix] Fixed an issue causing the hero to be blocked after he died when hidden in the truck.
  • [Bugfix] Fixed the behavior of patrolling squads after their leader was killed - in rare situations they were so sad that they didn't go back to patrolling properly.
  • [Bugfix] Fixed decoy reactions of squads that are in meeting points.
  • [Bugfix] Heroes in combat mode now properly follow the leader on client.
  • [Bugfix] Fixed an issue with Ewald’s brawl - it could be broken after using it on a single enemy.
  • [Bugfix] Fixed the position of nodedoor managers in Chapter 3 - they were too low for some reason which interfered with the hero portrait being shown while inside the nodedoor.
  • [Bugfix] Fixed an issue with Greta’s flashlight that didn't work on one of the soldiers in Chapter 5.
  • [Bugfix] Fixed triggers to the quest of spying on officers in Chapter 6.
DC_BeerBear  [developer] Feb 22, 2022 @ 11:55pm 
Changelist 42502:
  • [Hotfix] Addressed one nasty crash that was somehow introduced in the last update. It could lead to a list of covers being broken, resulting in crashes when attacking the enemy. This should not happen anymore. That said, if you have a savegame file where it was broken (i.e. attacking enemy lead to a crash), you'll need to restart that chapter.
  • [Hotfix] For some reason navmesh was generated inproperly in Chapter03 that could lead to issues with navigation.
DC_BeerBear  [developer] Feb 26, 2023 @ 11:03pm 
IMPORTANT NOTE ABOUT SAVES: Please remember about the public branch named 'previous_game_version' for War Mongrels, which allows you to play the last game version, pre-patched. If you want to continue the game from a pre-patch saved game state, please switch over to that branch (in Properties => Betas), finish your current chapter, switch back to the 'default' branch and continue the journey with the latest fixes.


Changelist 46558
    Global
  • Greta Gas skill time adjusted
  • meshes of water fixed
  • The tooltip of the skill 'Heal' is now displayed properly
  • fix the case when the carrier was killed during dead body dropping
  • a bunch of fixes to dogs' logic and behavior
  • a bunch of tweaks and fixes to the detection mechanics of enemies
  • Wirecutter animation fixed
  • changed the method to compute rotate to point location to pass a door
  • improved order mechanic via cursor - now it should be easier to place orders on moving targets
  • Fixed the case where the cursor reload animation broke on the gamepad when we exited combat mode before the animation finished.
  • Enemies now react properly after recovering from Joachim Baton's skill.
  • Fixed the case when civilians and enemies could break their animation by sticking in cover animation.
  • changed bounds of truck envkill - so it's mesh won't disappear so eagerly now.
  • Searchlights will now detect players properly
  • opening in game menu while being attached to mg42 in combat mode now does not pull you out from the mg42 attachment
  • On some occasions of other fixes we broke pissing visuals. It is fixed now! Now urine particles are visible and you can hear the sound.
  • When triggering cutscene while being in uniform and carrying the body disguise effect of the uniform didn’t come back properly - this is fixed now.
  • Credits updated

    Chapter 1
  • fixed a potential soft block during the planning mode tutorial. Skipping cutscene could lead to improperly setting up the position of heroes which could lead to issues with tutorial actions.

    Chapter 2
  • some changes in the collision of meshes

    Chapter 4
  • lampposts no longer override the visibility blocking setting. There aren't any blank spots behind them anymore

    Chapter 5
  • you can't now open doors to cell block2 before meeting with Lead

    Chapter 6
  • some changes in the collision of meshes
  • The firing squad will now reset their position properly after coming back to idle from an alarmed/combat state
  • fixed the case where the player could get to the infinity ammo box before the second level part started.
  • you can now kill the grieving party

    Chapter 8
  • some changes in the collision of meshes

    Chapter 9
  • some changes in the collision of meshes
  • fixed rare cases when enemies could disappear after completing an objective.
  • fixed some duplicated civilian zones that could lead to Greta losing her civilian status.

    Chapter 10
  • some changes in the collision of meshes
  • fixed the case when the guards won't react
  • fixed positions of some chairs - so now soldiers can sit on them properly

    Chapter 11
  • some changes in the collision of meshes
  • added blocking volumes under the balcony to prevent dead bodies from falling through them

    Chapter 12
  • some changes in the collision of meshes
  • removed unnecessary vision-blocking volumes from the truck located near the entrance to Joachim. This way the player is no longer invisible while standing in the location where the truck was after gathering Lead.
  • fixed the collision around the Gate after rescuing Lead
Last edited by DC_BeerBear; Feb 27, 2023 @ 5:21am
Sfetrovsky Aug 30, 2023 @ 1:37am 
Changelist 46965

Global
  • Changed the default control bindings;
  • Improved RTS mode mouse behaviour;
  • Improved rebinding of controls - now it is easier to customize them to your liking;
  • Improved camera rotation with keyboard keys;
  • Control icons in the UI now refresh in the game after rebinding - previously, you needed to reload the level to refresh them.
  • Fixed scroll box jumping to 'random' places when its contents are hovered over;
  • Fixed missing move order particles when the client joined during the match;
  • Fixed white markers on the enemies when the client joined during the match;
  • Fixed visibility of savegame buttons (top right corner) when input mode was switched between mouse, keyboard and gamepad;
  • Fixed "Execute Hero Orders" gamepad hint;
  • Fixed the case when the icon for putting down a carried body sometimes disappeared;
  • Addressed some crash issues;

Chapter 4
  • Fixed the challenge - 'kill all enemies' challenge could be completed even when you didn't kill anyone.
Last edited by Sfetrovsky; Aug 30, 2023 @ 1:37am
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