[previewyoutube=B_Cpe63gkH4;full][/previewyoutube] [h1]Major Changes[/h1] [list] [*] As requested. Added Story Difficulty Mode, playing on this difficulty level will make the combat and survival elements of the game much more forgiving. - Important Note! Because of the new difficulty tier, you're saved difficulty will have decreased by 1. So if you were on Normal, you will now be on Easy, be sure to check and change this to your preferred level. [*] Testing Grounds - New arcade style game mode available after completing the main game. Set your parameters and fight a never ending wave of Anomalies. Only St Pauls is currently available, but I'll add more with each update! [*] Added support for Intel's XeSS upscaling technology. [*] Experimental Steam Deck Support, first time run on Steam Deck will automatically set optimal settings, and fixed the "Requires C++" dialogue issue. Note: Steam Deck still has quirks, there are lots of visual anomalies (broken looking meshes, for example on the hospital) and Westminster performance is a little slow in places, but all playable. I'll be working to fix these in the coming days. [*] Can now carry more crafting materials by default, this can be further increased by finding the bags and increasing inventory size. [*] Added Controller Remapping - Another popular request and it's now in. Not extensively tested so please let me know if you run into issues with this. [/list] [h3]New Locations[/h3] [list] [*] Livingstone Manor - Explore the home of an eccentric billionaire Mataus Livingstone, Duke of Westminster, crazed with an obsession of doll making. [*] ATF Camp - Exterior location found in Westminster [*] Greywood Chapel - Exterior location found in Westminster [/list] [h3]New Anomalies[/h3] [list] [*] Flaming Duke of Westminster [*] Dinky [*] Minxy [/list] [h3]New Weapons and Blueprints[/h3] [list] [*] Dinky, craft an anomalous doll to fight on your side for a short time. [*] Themed weapon, Sacrificial Dagger in Livingstone Manor [/list] [h3]Small Changes and Bug Fixes[/h3] [list] [*] Cleaned up the side location clearance code. Hopefully solving the "Cleared" markers once and for all! [*] Doubled the torch battery life. [*] FSR Quality Mode Changes - Because FSR quality mode selection isn't setting the resolution scale as it should (I think this is a bug with the current UE5 implementation of the FSR Plugin), I've enabled manual setting of Resolution Scale with FSR, this will give you fine tune control over the internal resolution when using FSR in place of the usual quality modes. [*] Fixed movement input remaining when pausing the game. [/list] Note: Squalid House was supposed to be included in this update, but I got carried away with the mansion, specifically, the addition of a Dinky timed ally was a last minute idea and took me a very long time. Squalid House will be added soon.