PATCH NOTES: 0.2.6.5
The time has come for our intermedient patch before a larger rework goes live later in June. This patch will hopefully bring a huge performance boost for everyone as we have optimized a lot of our assets and the way we render them. Moreover, a lot of the issues that players have reported have been fixed and First Class Trouble haven't run as smooth as it does now!
Vastly improved performance in all levels with an almost doubling in frame count - expect an even greater performance boost in the coming patches.
Remodelled the airlock - both the airlock for the deliberation and the cooperative airlock.
Added VFX and details to the airlocks to really polish it up.
Remade the model for the syringe stand in order to make it stand out more in open environments.
Temporarily masked a lot of the outside of the levels so it looks a little more clean when you look outside and when you get spaced.
Adjusted the look of the main menu into a more clean look and added a stamp to emphasize that the game is in development.
Added a benchmark feature in the graphical settings.
Added more audio cues and screen shake that react to the game environment.
A Personoid can no longer die due to lack of oxygen, but will instead stagger emulating someone about to die.
The Personoid is notified about who their ally is, at the beginning of the game.
Added sounds when you give another player oxygen.
Added ambience sounds to the server room.
Skillchecks now only runs twice during a co-op exercise and the time has been reduced to 7 seconds.
A new standalone end screen.
Added new pickup containers more suitable in the server room and more industrial looking levels.
Added a black/white filter to the elevator camera and increased the FOB to encompass all players.
Added a neon-sign hum sound.
Skillchecks are slightly easier in general
Lowered the difficulty of the symbol puzzle - there are now fewer symbols and we made it smaller so you can use the chat feature if you don’t have a microphone.
When using Personoid private chat you are automatically placed back in public chat when one Personoid leaves the chat.
Tweaked ragdoll physics when being spaced, so the ragdoll is more consistently shot out of the airlock.
Added invisible walls around the server room and airlocks so the robotic vacuum cleaners cannot escape.
Increased the amount of oxygen in the start areas.
Changed some fonts and sizes to make the UI a little more clean.
Increased the size of the player start cabins.
Added some extra details to the cabins and common rooms.
Various means to increase performance.
Moved mouse invert settings from “Esc”-menu to settings.
Moved mouse sensitivity settings from “Esc”-menu to settings.
Moved voice gain settings from “Esc”-menu to settings.
Improved the collision on many assets to allow for better robotic vacuum traversal.
Added some hints and text to explain the goal of the server room a little more clearly - wip.
Added a frost effect when you get spaced.
Lighting build rework in the Server Room.
Increased the button time on a few double-button doors in the lobby.
Added some more details to the elevator in the mall.
Added various emissive signs around in the levels.
Improved the UI for the server room level.
Added some more festive thematics to the mall - wip.
You can now see the global oxygen as a robotic vacuum cleaner.
Replace the ‘alien’-lamps in the server room with industrial lamps.
Reduced the range of a person getting killed.
Fixed thrown bottles hovering mid air if thrown at downed players. Then immediately reverted it back to hovering in mid air.
Fixed extreme jitter on corpses that had been carried at least once.
Fixed a bug with the Airlock skill check that caused it to fail when another person looked at it.
Fixed the lighting in the airlock deliberation areas.
Added an extra fail state to the airlock voting. If a player disconnects the during voting the game will continue 2,5 minutes after.
Fixed an issue where a player could be killed by standing too close to an airlock door when it was venting out into space.
Fixed some LOD draw distances on several pieces of level architecture.
Fixed a bug where the player remained muted when exiting the game before the end screen.
Fixed an issue where LOD2 and LOD3 of the Passenger Logs changed to the wrong material.
Fixed an issue where a co-op button-door did not open in the Lobby when helping other players out of their common room.
Fixed an issue in the Mall where some walls popped in.
Hid the tutorial video to fix a bug where the main menu would be hidden underneath it if you weren’t using a widescreen resolution.
Fixed the vacuum sounds continuing at the end screen.
Fixed a spelling mistake on the syringe stand tooltip.
Fixed a spelling mistake on the symbol puzzle.
Fixed an issue where the keycard handin points could be duped.
Fixed an issue with the colliders of gas cylinders blocking the players.
Reduced light bleeding in all levels.
Rotated some panels on the elevator doors so they sit correctly on the doors.
Removed the army choir track.