[b]ADDITIONS[/b]
- Red locker have been added to the skill lines in the skills interface window until you reach the level(s) required to learn them.
- Once a checkpoint has been activated, there is now an indication on the UI.
- A new background has been added to the all interface windows.
- A new design has been added to the UI discovered zones.
- A different inputs configuration can be choose in the keyboard & mouse / gamepad in the main / pause menu.
- A teleporter has been added that can be unlocked and upgraded to make it easier to move around CECLON in the mid/late game.
- A song of an explosion and particle FX during the intro of spaceship explosion has been added.
- Cables has been added from the depot to the ramp on the onboarding phase.
- The ramp on the onboarding phase has its rotation corrected so that when lowered it stay on axis.
- Inputs have been added to the UI to switch and use special weapons once unlocked.
- Addition of oxygen station text in semi-realistic and realistic difficulty when you are in the base on the UI that indicate key elements.
- Arrows have been added to the guidance system objectives to indicate that to complete the indicated objective, the preceding one must be completed first.
- All audios will be pause when the player presses ALT+TAB or opens a Microsoft/Steam window or any other window in-game.
- More crystals have been added to the surface of CECLON.
- Grasses on the CECLON surface now rotate slightly, simulating the wind.
- In dark night, when the intensity of dark energy accumulation increases, a sound plays, and an icon appears indicating +1.
- A door has been added next to the base's generator, and the window has been shifted to the right.
- When you are in fight and have unlocked the radar, you will now hear a sound intensify as the Nocturnes approach.
- A landing animation has been added when you land on the ground after a big jump.
- With each improve of the crystal enhancer, a white indicator appears on its screen.
- New small dialogs can randomly be trigger at various moments throughout the game.
- For all the primordials (bosses) in the underground, an introductory cinematic is now played.
- 2 treatment kits, 1 artificial food pipe, 1 water pipe and 1 oxygen capsule have been added near the Z-Two team’s spaceship.
- The indication for light shoot and heavy shoot is once again repeated, but this time in the info window, along with the roll in the SAS before facing the first Nocturne.
- Icons and meshes have been added to the spaceship's 6 disarming devices for greater clarity.
- A new info about the blocked sand in semi-realistic and realistic difficulty has been added in the info window.
- You will no longer limp at less than 25% health (or 10% if you have the upgrade), but only after the new critical constant gauge is filled to its maximum. This gives you a buffer of time before you reach critical constant. You can also slow down this state by pressing the right button at the right time.
[b]CHANGES[/b]
- The gauge that indicates the elapsed time of the day-night circle is now dark grey with details for better visibility.
- Increased display time for items obtained.
- Scaling of the objective point of the device for depositing veka energy on the ship.
- Checkpoint icon redesigned.
- The different windows have been repositioned on the screen.
- The icon for interest points on the map is enlarged.
- The flashlight shortcut will no longer be visible in the interface window inventory.
- The sound of crystal gathering has been improved.
- The indications UI when a checkpoint is activate, wallpass is repair and activation batteries is use stay longer.
- The objects to be discovered hidden in the world (giving various materials and matrix) reappear over time.
- They are now 3 more emplacements of objects to be discovered hidden in the world (giving various materials and matrix).
- Text area enlargement when you are in the base on the UI that indicate key elements.
- The Nocturnes will no longer run in place if the player is more on the nav mesh (pathfinding), but will play a different, more logical animation.
- The light power of base, outpost and depot has been reduced.
- Winged Nocturnes now do more damage.
- If you come into contact with the ping you can place on the world map, it now disappears gradually rather than instantly.
- Surface shadows are less opaque.
- The keyboard key for the flashlight/headlight is now set to the F key, in line with standards.
- The roll animation and the timing gauge where you have to press at the right moment are better synchronized and have been reworked.
- The generator in the depot has been moved to be next to the door where it will need to be entered.
- The 3rd text when you pick up the surface map has been revised, there's a slight inconsistency.
- Force fields dissipate more quickly once destroyed and deactivate vertically rather than horizontally. Support has been added to make it more realistic.
- When the guidance system objectives is manually enabled/disabled, a fade effect is applied.
- Rework of the surface/underground text background on the loading screen.
- The objects to be discovered hidden in the world can still be detected by the drone if Jensen is in the wallpass, but must be picked up on foot.
- The button-hold icon has been standardized throughout the game, and the arrow indicating “hold” has been integrated into the cinematic.
- Once the crystal extractor enhancer is fully upgraded, no further interaction is possible, and all texts and indicator point disappear.
- If the pause game during dialog is disabled and you're in a dialog when a small dialog is triggered, the small dialog takes priority and must finish before the dialog resume.
- Right-clicking in any open window (main menu, pause menu, interface, reports, etc.) now allows users to go back or close the window.
- The beacon can no longer be removed with a right mouse click, but now with a middle mouse click in the interface map window.
- Closed door indicators are now red instead of black.
- The info window is now locked from the beginning of the game. It must be unlocked manually.
- Thirst now decreases more slowly.
- After progressing a bit through onboarding or using a treatment kit, if you are defeated, you will return with more mental health, health, thirst, hunger, oxygen, and weariness than at the start.
- The info window could automatically close during certain phases of onboarding, this is no longer the case.
- The guidance system is now slightly longer, with two additional steps from the extended version now integrated (even if the extended version is not activated), allowing you to still reach the base, the central location of the game.
- When the character is in an injured or deprivation condition animation, they now move faster than before.
- The basic constants alert indicator now activates if mental health, health, hunger, thirst are below 10% instead of 5%. However, at 5% the sound will intensify and so will the triggering rate. Oxygen has also been added to the higher difficulties to activate the constants alert indicator.
- Wallpass activation window gauges have been reworked.
- The reduction in health is much less if your hunger, thirst, oxygen or all / some combined are at 0.
- Health loss due to hunger, thirst and oxygen gauges at 0 is no longer based on the number of FPS, but linearly.
- Health recovered thanks to auto treatment system is no longer based on the number of FPS, but linearly.
- The regeneration of health in fight, out of fight, and with the auto treatment system has been reduced.
- The text for the auto treatment system in the interface equipment window has been updated.
- The mesh of auto treatment system has been a little modify with another material.
- A lot of dialogs has been reworked.
- The animation transition is faster between idle and idle injured / deprivation condition.
[b]BUG FIXES[/b]
- The two plasma blades upgrades in the workshop had no text, but now they do.
- Navigation issues in the workshop have been fixed.
- The upgrade texts in the workshop have been reduced in size.
- The upgrade confirmation icons in the workshop are now functionnal for the two plasma blades upgrades.
- The upgrade confirmation icons in the workshop are now green and smaller.
- Fixed an issue with the scrollbar in the workshop not moving properly with the mouse.
- Standardized the orange color of the workshop scrollbar to match the other scrollbars.
- Correction of an animation transition issue of Jensen from the run to the state of lacking water, food, or oxygen.
- A chair from the base was in the wall, and has been repositioned.
- The screen trumble working now in the intro scene when Z-One Team is in the low atmosphere.
- It was impossible to select the 7 tab buttons of the interface window with the mouse once in the window equipment interface, this has been corrected.
- Fixed a problem when navigating between tabs in the interface window with the mouse.
- In the workshop below the workshop upgrade icon, the text [ 1 ] used to remain red when the enhancement was available, but now turns green when it is.
- A problem that caused the mouse left click to work even if you weren't on one of the 3 workshop upgrades or trap in the interface window inventory where you had to keep the click pressed down has been corrected.
- In the interface window map on the surface of CECLON during a dark night with interferences, if the underground map wasn't unlocked while the surface map is display, the interference wasn't visible. This has now been fixed.
- The voice of the Depot / Base / Outpost computer was playing on the interaction of the destroyed shelter door, when it shouldn't be.
- A logic bug on light power has been corrected between base, outpost, depot and outside lights.
- When a zone was discovered, the Discovered text was not hidden when the window interface was open.
- The collisions of different structures have been revised to match the visual form in the surface.
- In French, "CTRL" was displayed in the info window, which was a remnant of an old system. It has been removed.
- The extended onboarding objective requiring 15 Trehium would not validate.
- The UI for the 4 resources to collect and the crystal extractors now appears on top of the FX, preventing them from being hidden.
- Correction of an issue where progressing through the underground before completing the two onboarding steps 6/10 on the surface would cause errors.
- In dark night, when the intensity of dark energy accumulation increases due to the distance in relation to the base, only the first two notches increased the gain, not the other three. Now it works.
- After passing the first objective of onboarding step 2 or 3, if the player is defeated, they will return with 45 health instead of 20. If this is not the case, they will return with 20 health.
- The loss of health SFX (sound) is no longer heard when the game is paused.
- There is now a possible interaction with the crystal extractor enhancer.
- The crystal extractors correctly update their recharge text on the mini-map.
- The crystal extractors properly update the text showing the number of crystals to collect based on the improve progress of the crystal extractor enhancer.
- The wallpass icon was put back in front of the Veka energy pillars. It was no longer displayed.
- Fixed an issue with the LODs in the depot that caused certain vertices to stretch.
- One of the chests would remain closed after reloading the surface scene, even after being opened.
- If Jensen's flashlights were turned on before activating the battle drone at the very beginning of the game, the battle drone's light would still turn on.
- One of the oxygen capsule would remain not used after reloading the underground scene, even after being used.
- Correction of a navigation bug on the 7 tabs of the interface window sometimes when changing tabs with the joystick bumpers, you had to press twice to move to the next tab.
- Points available text refocused on the interface window character in the underground.
- Jensen wasn't saying the right thing in voice when the Nocturnes go out at night in the underground.
- UI warning texts that could protrude over the aiming icon are now better placed.
- Discover objects could no longer be picked up by Jensen if you entered them with the wallpass, it's fixed.
- We couldn't pick up the books slot of water and food that would allow us to carry more.
- When we put the 1st point on penetration on the interface window battle drone, there was no sound playing.
- The text that engages when the Nocturne goes out for the first time during the day on the surface was only engaged if it was the 1st day on CECLON. It can now be activated on other days, if not already activated.
- Nocturnes that go out during the day on the surface may not have gone out due to a problem that has now been corrected.
- When we were creating the grenade launcher in the workshop on the UI, it's not written the good numbers. Now it's write 0 and below 1.
[b]OPTIMIZATIONS[/b]
- Optimization of certain materials.
- Deletion of certain materials.
- Optimization of certain post processes.
- Some unnecessary functions has been removed from particle FX.