Fix Update 0.7.10.1 Release



The update contains bug fixes and minor tweaks.
Bug Fix :
  • Debug: Added menu item: Settings > Rendering > Enable Highlight Interactive Objects. This disables the post-process flickering effect for all interactive objects (since some users with older PC configurations experience entire screen flickering, disabling this option should resolve the issue).

  • In Selfbondage mode, it was still possible to use two tying techniques simultaneously (Ball Tie + Hogtie) - fixed.

  • The player character and NPCs could still attempt to remove restraints from the torso while wearing the Fiddle - fixed.

  • Idle pose issues when using the Fiddle + Mittens have been fixed.

  • Issue with unpacking hostages in cages while standing in carts have been resolved.

  • Duplicate starting clothing items were given to hired assistants.

  • Fixed issues with equipping starting clothing to hired assistants.

  • After the player was tied up at wanted level 3, they were unable to move - fixed.

  • IKRig configuration for the wooden and steel fiddles has been fixed (during bunny hops, the violin did not follow the bone roll, forcing it to remain in a fixed position along the Y axis).

  • Stacked weapons did not display their number - fixed. Fixed scene boundary collisions on the Blacksmith Village map.

  • Fixed collisions for some static objects on the Wild Forest map.

  • Fixed false triggers for the kneeling function when losing balance (sometimes when the player freed themselves from the ropes, time would slow down and a falling sound would play while moving).

  • Fixed: The Dummy Weapon would appear on the player's back after exiting first-person mode even if the "Show Dummy Weapon" option was disabled.

  • The Dummy Weapon could appear behind the player's back after actually transferring the weapon to another character or when moving it to another storage location.

  • The Dummy Weapon would appear when using the Carrying Device.


Optimization :

  • Now, only animation blueprints call math calculations in the component responsible for balancing during bunny hops. This significantly reduces resource consumption, as any math operations will only be called when necessary.

  • Optimized the animation blueprint responsible for bunny hop animation overrides (balance).

  • Disable animation overrides for LOD 2 and higher.

  • Disable calculations for LOD 2 and higher.

  • Disable calculations if the "Bunny Hops Balance" parameter is disabled.


Other :

  • The Settings > Game > Plug X-Ray option has been moved to Settings > Rendering > Plug X-Ray.