December Update - Patch Notes

Budget Cuts 2: Mission Insolvency

Built from the ground-up for Virtual Reality, Budget Cuts 2 is an action-adventure stealth game where you zip, sneak, and stab your way through enemy-filled offices, trains, warehouses, and skyscrapers to take down the evil efficiency robots at TransCorp.

It's that time of the year again! That's right: Patch Time! Let's have a closer look at what kind of updates we're bringing you this time. [img]{STEAM_CLAN_IMAGE}/35220852/f903445e2eff63c494724e8b2f84f66d213a1b2c.png[/img] [h2]General Updates[/h2] [h3]Save Files Have Been Moved[/h3] Due to issues with some anti-virus software, [b]save files have been moved from your "Documents" folder to "AppData"[/b] (more specifically: '%USERPROFILE%\\AppData\\LocalLow\\Neat Corporation\\Budget Cuts'). Upon first launch after updating the game will automatically move any existing save files, so just sit back, relax and play as usual. [h3]"Pacifist" Achievement Added[/h3] [url={STEAM_CLAN_IMAGE}/35220852/b55db469cb8bcdb290be43bc48f22a96ce6a50be.png][img]{STEAM_CLAN_IMAGE}/35220852/cc792f7231408e723419696dd8866968c89ddc70.png[/img][/url] If you manage to play through the game [b]without getting any robots killed[/b], you'll be awarded with this achievement! Drones are excepted in the occasions when they fly into walls and accidentally kill themselves, but watch out for Supervisors accidentally shooting each other when they were aiming for you, that still counts! [h3]Improved Stereo Rendering With Custom Shader[/h3] Some older versions of drivers for AMD graphics cards caused issues with our [b]new optimized stereo rendering[/b], creating an issue where only one eye was rendering correctly. To solve this we replaced all previous uses of Unity standard shaders and it should now be running smoothly. [h3]Improved Knife Throwing[/h3] The throwing code has been updated to use a pose buffer, so that we can trace back to the accurate point in time when the player released the object. This reduces cases of objects getting launched downwards because it used to release the object a bit too late in general. It also allows us to get rid of the hack we used for throwing when using Windows Mixed Reality hardware, so now [b]throwing is more realistic on all hardware[/b]. [h3]Additional Changes & Tweaks[/h3] [b]General[/b] [list] [*] When restarting a level the game will only load the player's inventory so it acts like you just entered it from the previous level, for stability and consistency [*] Vive Cosmos controller support [*] Controller bindings more customizeable on Steam than previously [*] Built-in deadzones for smooth locomotion and turning [/list] [b]Performance[/b] [list] [*] Reflection Probe performance boosts [*] Physics performance improvements [*] NPC animation performance improvements [*] Decal spawning performance improvements [*] Memory leaks plugged [/list] [h2]Bug Fixes[/h2] [b]General[/b] [list] [*] Valve Index hands rendering layer fixes & optimizations [*] Locked doors no longer openable by pushing them with physics objects [*] Corrected fragment-shader stereo effects in some shaders [*] NPC dead body found reaction bugfixed [*] Fixed a soft-lock in Roof Ops [*] Fixed some mission objective bugs in final level [*] Fixed some soft-locks in Efficiency Distributions [*] Floating buttons in some scenes fixed [*] Arrows are homing like knives when using mutator [*] Pneumatic tube in credits scene actually brings you back to main menu now as advertised [*] Supervisor aiming at portal fix [*] Roof Ops fixed bug where player could get teleported to random location out of bounds [/list] [b]Achievements[/b] [list] [*] Game completion related achievements bugfixes [*] Fixed "Tested" achievement [*] Fixed "Lights are Also Obsolete" achievement [/list] [b]Movement[/b] [list] [*] Fixed a snap-turning related state bug resulting in soft-locks in some levels [*] Smooth locomotion works on rugs again [/list]