Since I've never really posted the full changelog, here it is. I thought some of you guys may find it interesting. There may be some things missing, but it would be an insignificant amount, it's really hard to keep track of everything, mainly because I didn't keep track of anything.
One last thing. You may or may not know this mod got nominated for the mod of the year. So if you've tried this mod and if you've enjoyed it, go and vote for it on the main page.
And again, thanks to everyone downloading, playing or just in general giving this mod a try. It's been nice seeing the mod getting better and better after the first release and I'm glad I've got the final version out, although not 100% perfect - I'm stil proud of it.
Now the changelog:
Max Auto-Saves amount increased by 400%
Field of View increased by 6%
max value without issues
Hand model smoothness decreased by 46%
Daniel's hand "flies" around a lot less
"Night vision" distance/radius increased by 400%
color changed from blue to grey-ish
fade in and fade out times adjusted
You can't see as well, but you can see farther in the dark (like in real life)
Player looses sanity 60% slower in the dark
less punishing for being in the dark
Forward and Sideway Acceleration and Deacceleration increased by 87%
tighter, more responsive movement
Increased the movement speed at which the player can move sideways by 6%
Adjusted the hand's bob animation speed and amplitude
Jumping from a high place will make Daniel stumble for a split second
Enemies do not glow in the darkness anymore
I really don't know why this was added in the game in the first place. It's scarier to not always see your enemies, even in complete darkness
Used Screen Space Ambient Occulision shaders and Bloom shaders from Machine For Pigs
Dissolve texture changed.
Less chaotic dissolve animation
Overall brightness decreased to prevent highlight clipping
Added chromatic aberration to light gobos
Changed the way items glow
Particle effects (mostly dust and fog) are now affected by the light level
up to a 100 of changed particle effects
Added a true parallax effect
This was found by Deu Sex & sgi on the frictional forum. It's also worth noting, that since it's not hardcoded in the game, turning the parallax setting off and on - will get it disabled for good.
Faked modern bloom effects using billboards
While other games create these halos automatically, in TDD I had to fake them.
Following objects are breakable and won't dissapear after being broken:
wine01,
wine02,
barrel01,
vase01,
vase02,
wood_box_small01,
wood_box01,
wood_box02,
wood_box03,
ink_bottle,
castle,
castle_arched,
cellar_wood01,
mansion, plate,
pot_plant_small01,
pot_plant_small02,
key_jar.
Following objects are now dynamic:
cloth_pile,
burner_tripod,
chem_vial01,
chem_vial02,
chem_vial03,
test_tube_rack,
clock_grandfather,
storage_box_wood01_large
Fixed the ragdoll pig ofc
Test tubes are now translucent
Fixed mipmaps used on the alpha channels for guardian
Added:
ambient light
source light
shadow-caster
coloured ambient particle (dust)
coloured local particle (light dust) to the following objects:
altar_lamp,
bonfire,
bridge_torch,
candle_floor (3 variations),
candlestick_floor (2 variations),
candlestick_tri,
candlestick_wall (2 variations),
candlestick01,
candlestick02,
elevator_lamp,
chandelier_large,
chandelier_nice,
chandelier_simple (2 variations),
hanging_lantern (4 variations),
stairwelder_torch,
torch_floor,
torch_static01 (4 variations)
the player's lantern
Added cubemaps to some objects: (not a full list)
wine bottles and other glass objects,
mirrors,
lab shelf,
light mansion-base set
Restored alpha (transparency) textures on some objects.
Remade around 590 normal map textures
Remade around 1200 specular map textures
Remade around 200 height map textures (a high amount of them are new)
Upscaled most of and redone from scratch a few of almost 400 diffuse textures
Added new floors and ceilings
Added new enemy variations
Changed the transparency settings on all windows
Added real-time reflections to most of the water materials and windows
Water is more reflective looking straight at it rather than at an angle
Refraction adjusted on some objects, (hanging lanters, acid machine in laboratory)
Changed HUD scaling
Sharper crosshair
New simple-styled crosshair
Clean inventory screen
Sharpened UI
Sharpened the main loading screen
Insanity bugs made convincing
Remade low health noise
Pre-menu logos updated
Menu logo re-designed
Original fonts exported at a higher resolution
Added back Herbert's diary
Added back the phonograph inside study
Changed the lighting, billboards, materials and added outside areas in the following maps:
RAINYHALL:
expanded the map beyond cave-ins (visual),
changed the way player behaves while fainting,
added auto-move script function
OLDARCHIVES:
changed the area player looks at when the lantern falls on the ground
fixed a bug where the secret shelf would shoot out to space upon triggering
fixed decals under the cave-in
added fog areas
ENTRANCEHALL
subtle lighting changes that happen overtime
expanded the map beyond cave-ins (visual),
fixed decals under the debris
slime damage areas moved out of the way a bit, leaving from Wine Cellar, Laboratory and before entering the Refinery
ARCHIVES
added a reflective material
detailed the orb cutscene
fixed decals clipping on carpets
fixed buggy stove collision
WINECELLAR
grunt spawn and path changed
adjusted the fog
after getting hit with the barrel, daniel's reaction would only be heard in one ear
in that room, it was possible to see through the ceiling
LABORATORY
fixed the dirt textures surrounding the hole
fixed shelf placed half-way through the ground
REFINERY
changed boxes covering up the hole
added a sanity boost
fixed clipping textures at the start
disabled the "Look At" script function
fixed door frames' scaling
player could get stuck in the corner of the pulley room
CELLARARCHIVES
changed up some box placements
CELLARMAZE
BACKHALL
added water
fixed texture void on the stairs
full game save enabled on the dead body after coming out of the guest room
GUESTROOM
clipping room corners
fixed texture voids
STUDY
added the phonograph
fixed ugly spotlights on the outside area
greater view distance outside
cave-in would have stones stuck mid-air, or clipping inside the walls
STORAGE
changed enemy spawns and paths
MACHINEROOM
changed dynamic cogwheels' pointlights
coal pieces are easier to find for new players
fixed a softblock
ELEVATOR
small changes to the rooms outside the elevator
PRISONS (SOUTH AND NORTH)
changed up enemy spawns and paths
it's easier to get out of the tunnel
slightly changed the dead body's position
CISTERNENTRANCE
reflective floor
more moist
CONTROL ROOM
herbert's diaries added back in
CISTERN
changed the floor material
changed note positions
a lot of clipping textures fixed
MORGUE
fixed a black texture bug on stairs
SEWER
NAVE
fixed a floor texture over-sight
CHANCEL
major visual change
fixed broken height maps
TRANSEPT
upper room is green as it was in the concept art
EAST AND WEST CHOIR (entrance and main hall)
Alexander monologue starts sooner (so the maiden jumpscare and alexander mono aren't happening at the same time)
subtly lit up the pipes player is supposed to follow
slighty adjusted/changed the iron maiden jumpscare
THE CELLS
ZIMMERMAN VISION
INNER SANCTUM
added music
ORB CHAMBER
CELLS
LIBRARY
DUNGEON
FINAL
Added music produced by Mikko Tarmia for Amnesia: TDD Mostly extended or old versions:
06_amb
09_amb_safe
12_amb
16_amb
18_amb
22_amb
dan_grunt
ending_alexander
Added new sounds
Added unused brute spawn sound
Added pre-rendered reverb for some sounds
Added an optional custom stories compatibility patch.
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