Thanks to the reworked gadget system, as planned we are proud to release the first iteration of the new forest level!
This includes scouting 1 & sweeping support, which will randomly appear in the job selection map.
Also in this update are various gadget improvements, fixes and optimization!
![](https://www.eprison.de/pics/games/https://clan.akamai.steamstatic.com/images/28196359/53a0d8c7e65a7c8d029b3c55bf86a2f22140a252.jpg)
Improvements
• Scouting1 & sweeping support for new forest level
• Prevented cryptid analyzing if they're already dead
• Optimized vram usage when using thermal gadget
• Improved thermal & parabolic descriptions to mention the mechanics
• Increased parabolic range by 20%
• Replaced journal upside down text with proper hieroglyphics
• Parabolic gadget now supports original dead people sounds
• Added few missing string to locale file
• Added footstep splashes to kelpie oil & bloodpool
• Forest water property, messes with temperature readings and blacklight trails
• Improved parabolic visuals
• Toned down emf sounds (were too loud)
• Reduced parabolic & blacklight battery consumption
• Rebalanced xp needed for level 17, and increase level cap to 20
• Slightly faded the noscan striped red boundary area
Fixes
• Fixed issue with stutters every 3-5s
• Fixed thermal recharge electricity fx visibility issues
• Fixed rare issue with older saves not loading, due to outdated ingredients in slots
• Fixed being able to shoot jumping enemies before they appear
• Fixed redundant key message on locked doors in tutorials
• Fixed cigars & boots artifact blueprints using invalid sign types
Thanks to everyone who provided feedback about the gadgets, as a reworked system it was always expected to have some kinks.
We are very fortunate to have such a patient fanbase providing meticulous feedback, together we’ll make HellSign the best investigation RPG it can be!
Enjoy the forest iteration, and happy hunting!
Ballistic