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added a zoom level offset slider to the options menu:
adjusting the zoom level will directly influence enemy view distance
the adjustable distance ranges from -2 to +2
in some cases, adjusting the resolution in one direction or the other may have no effect on the zoom level - that's because the zoom already depends on the screen resolution, and is capped, so the game prevents you from zooming in/out too much
minor improvements to GPU performance related to the lighting
fixed a potential issue with menu blur not covering the entire screen on some resolutions
fixed some achievements unlocking when they shouldn't
fixed the "Iron Man" achievement not being properly locked when the player saves in some cases
fixed bad options menu rendering (scissor not present) when using a controller
Version 1.3.3:
fixed a rare crash related to actors being in the cutscene state
Version 1.3.2:
fixed shader compilation failure on game start on some GeForce graphics cards with the message 'ambiguous overloaded function reference "sqrt(int)'
Version 1.3.1:
fixed security cameras not illuminating the player/bodies/etc. in a lot of cases (detection would still occur, but no illumination was applied)
Version 1.3.0:
added rain:
it increases the ambient noise level, both inside and outside of buildings (more outside than inside), allowing the player to sneak around with less effort
it is present on the following levels in the base campaign:
can select whether falling rain droplets should be affected by lighting in the options menu - no impact on performance, this is purely a preferential choice
added new gameplay mutators:
Magazine system - when enabled, players will need to manually load magazines with ammo. Reloads will no longer replenish ammo instantaneously.
Bankrupt Accomplice - when enabled, the equipment present in the loadout menu will be very limited. You'll need to find and exfiltrate with weapons in your possession if you wish to use them for the next missions. This setting completely ignores the weapons you've unlocked on your previous playthroughs.
Currency system - requires Bankrupt Accomplice to be enabled; when enabled - even more weapons become unavailable. In addition to exfiltrating with weapons in your possession, you will be able to spend money, which you earn by completing the campaign missions, to unlock weapons. Those looking for more "graded" progression equipment-wise should like this one.
Sawn-off shotguns for everyone - what it says on the tin. Are you a bad enough dude to go against an army of sawn-off shotgun wielding goons?
Desert Eagles for everyone - same as the sawn-off mutator. Combines well with the "Very Unfair" weapon randomization difficulty option.
Ricochet party - bullets always ricochet off surfaces. try not to kill yourself with your own bullets, eh?
Exploding enemies - when enemies die, they explode. Doesn't apply to non-lethal neutralizations. A practical way of enforcing a non-lethal playthrough... I think.
Blinding enemies - same as exploding enemies, except they blind everyone around them.
Always rainy - rain is present on all levels where it is possible for it to be present. Makes stealth easier, as the sound of rain masks the player's noise.
Never rainy - does the opposite of "always rainy". This one seemed necessary, since there is rain in the base game campaign now
Coin-flip rain - 50/50 chance on whether rain will be present.
Dynamic rain - rain might start as you're playing through a level... or it might not
Enemies always alert - enemies start out in their alert state.
Waking enemies - unconscious enemies will not remain knocked out forever.
added a new tonemap option to the options menu - players can switch between the default and the new, filmic, tonemap
added a gunfire noise slider to custom difficulties
russian localization tweaks
german localization improvements
savefile previews now list mutators used on the savefile (requires you to save at least once on old savefiles for them to show!)
minor CPU optimizations
fixed the player character swearing on the last level when dead
fixed one of the broken windows in 'Druggie Ghetto' being unclimbable
fixed the aim line disappearing when there is an object the player can interact with
fixed aim object outline disappearing at times
fixed environment sounds that fade in/out always starting out with volume at 100%, resulting in an audible "on" sound for a single frame when it starts playing
fixed player-unbound actions being reset back to their default keys when starting the game
fixed actors going to the "aim" animation instead of "idle breathe" animation after finishing a reload with a variable-reload weapon (ie. VP9, Remington 870)
fixed being able to interact with doors/objects while climbing over things
fixed the ambient sound volume slider not functioning properly (not affecting the actual sound levels)
shell casings should no longer remain active forever (emitting a lot of sounds while they're at it) in some certain cases
doors are no longer "aimable" (being able to aim at them was a debug feature, that I forgot to disable, to test the object outline system)
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