Yama Yapımında Hata Düzeltmeleri
Thank you so much to everyone that has played The Siege and the Sandfox so far! It has been a pleasure to see everyone's reactions, watch your playthroughs and read your feedback.
There have been some issues raised, which we've tried to address with this latest patch. Below is a list of the fixes and changes we've provided within it. We hope it improves your Sandfox experience, and please keep letting us know of any further issues and bugs you might have and, of course, what you're enjoying about our game!
- Cardboard Sword Team
Fixed Borderless Windowed creating a tiny, unusable, window on start. Default is now exclusive fullscreen, preventing this issue, even when the default is changed to borderless.
> Pressing ALT + ENTER will maximise the tiny window for players that experience this problem
> If you still have the game instantly minimising after the patch, you will need to delete your %LocalAppdata%/Sandfox/Saved/Config folder (by default this is found at: C:\Users\\AppData\Local\Sandfox\Saved\Config). NOTE: This will reset all of your settings to defaults.
Fixed animation issue where running enemies could slide through doors
Fixed issue where enemies could fail to navigate to Interest Sources on the floor above/below
Fixed audio issue when multiple portcullis sounds are triggered at once
Fixed Hester not walking off the lift following crossing the mushroom farm
Fixed issue that could cause Dustwalkers to get stuck with a yellow ! Suspicion level following a teleport
Fixed the frequency at which enemies would trigger Frustration and Ranged Attack (where available)
Fixed issues where Captain Reza's bodyguard could get out of sync with Reza
Dogs no longer try (and fail) to climb ladders, causing them to behave oddly around them
Blades mobility navigation has been improved
Fixed enemies getting stuck on ladders
Fixed issue that caused slow movement speed following extinguishing a torch while crouched
Added particle effects for Ranged Attack projectile collisions
Fixed draw order issues with some wooden wall crawlspaces
Fixed water volume that had incorrectly set friction value, causing ridiculous swimming speed
Fixed enemies using their regular melee attack on ladders. They will now knock the Sandfox and other NPCs off ladders when they have a collision. NPCs who fall off a ladder will be briefly stunned.
Fixed issue with floor slide that could cause the Sandfox to get stuck in the slide state
Fixed incorrect animation being used when Underking Guards re-light torches
Added a time out that will reset NPC schedules to help break them out of getting stuck
Increased the walk speed of the Dead Hand Boneways patrol as a small QOL change to speed up that scenario
Fixed a tech hang that could occur at the Broken Courtyard entrance to the Old Fort by removing redundant wall switch setup
Fixed and issue where guard reviving schedules could get stuck
Fixed an issue where, if a guard was knocked out with particular timing, they would not play their hit reaction, and become frozen in place
Dogs can no longer see the Sandfox while asleep
Fixed an issue where lever switches could reload in a broken state preventing them from working, and in some circumstances, causing soft locks.
Fixed parkour AI navigation so they don't break as easily
Updated parkour related nav graphs
Fixed an issue that could cause the Boneways Patrol to loop
Fixed unlock checkpoints that spawned the Sandfox in the floor
Fixed Dog smell sense failing to deactivate once out of range
Fixed crash where enemies died from a fall with Suspicion
Fixed Schedule Event List actors failing to start when waiting for a message from a trigger volume