Update Released (1.0.10377)
Author: devonsoft,
published 10 years ago,
[h1]Octodad: Dadliest Catch, Version 1.0.10377[/h1]
[b]Sea Legs[/b]
[list]
[*]Added intro cutscene
[*]Replaced initial stealth segment with new objective
[*]Added new objectives while on deck of the boat
[*]Replaced end encounter challenge
[*]Additional voiceovers
[/list]
[b]Silent but Dadly[/b]
[list]
[*]Replaced gift shop room stealth segment with new objective
[*]Added more solutions to stealth segment in entrance area
[*]Added new, guided objective to replace final stealth portion of the level (previous path still exists)
[*]Changed tie location to account for changed objective
[*]Additional voiceovers
[/list]
[b]Hot Concessions[/b]
[list]
[*]Added cutscene for respawning in rafters
[*]Reduced likelihood of glitches when in rafters
[*]Improved camera placement
[*]Replaced instant loss hit within final challenge to be force + suspicion
[/list]
[b]Other Levels:[/b]
[list]
[*]Wedding Bells - Added additional checkpoint after leaving reception room
[*]Gervason’s Grocery - Changed Soda City layout, added new cameras to freezer section, added additional animaton for Chef
[*]Shark Naked - Added loss animation, changed music, additional rumble
[*]Improved performance for World of Kelp, Aquatic Fun Center, Silent but Dadly, Hot Concessions
[*]Various other level design bug fixes
[/list]
[b]Other:[/b]
[list]
[*]Ability to toggle audio output between mono, stereo, 5.1 surround, 7.1 surround
[*]Reduce access to save file, create additional backups to saves.
[*]Resize fullscreen resolution down if desktop resolution is smaller than 1280x720 (or game resolution)
[*]Tutorial notifications now change instantly based on dominant device
[*]Linux uses CLOCK_MONOTONIC_RAW now instead of CLOCK_MONOTONIC.
[/list]
[b]Editor[/b]
[list]
[*]Fixed an issue with fog settings affecting multiple tabbed levels
[*]Fixed an issue where attributes would not properly show up when creating an object
[*]Added link to wiki in Help menu
[*]Log when end level event occurs
[/list]
[h1]FAQ:[/h1]
[b]Why did you make significant changes to some of the levels in the later part of the game?[/b]
Many players found these levels to be a significant departure from the earlier levels because it too heavily relied on stealth as a game mechanic, which did not work out too well. These levels did not get as much iteration and playtesting as the earlier levels did.
[b]How does this affect speed runs?[/b]
Most of the original paths still exist, but there is an emphasis on the new objectives/solutions for typical players to complete.