Demo [patch 6]

[b]ADDITIONS[/b] - You can now protect yourself in the base bunker to better resist the waves of Nocturnes in the dark of night. You'll find turrets, a device to char anything that comes near, and a device to slow down the Nocturnes. - The text area when you are in the base on the UI have new elements write "Shelter" when you are in the 1st floor. - The door of the shelter have now indicators (like the other doors) if the door is locked or not, but this is one is destroy so the indicators are black. - 2 gray outlines have been added to the slider, which appears in the center of the screen when the constants are critical, to make it easier to see the UI when it's dark. - A main objective that progresses or is completed will be displayed differently with a specific SFX than secondary objectives. - An additional CECLON Spring has been added, each of which now yields 4% additional max health rather than 5% (an identical total of 20% if you've found all 5). - A new information text has been added when Jensen unlocks the complete knowledge to harvest the acid. - Flashlight batteries have been added near all underground checkpoints once activated. - A flashlight battery has been added near the last base entrance added. - 20 crystals have been added to the underground and 1 to the surface. - Added a "Colorblind" option to the "Visual" menu, allowing users to choose from 8 configurations. [b]CHANGES[/b] - The reassignement stats device has been moved from the 1st floor to the ground floor of the base. - The text area "Reassignement stats" when you are in the base on the UI have been moved to the ground floor. - The bottom part of the trehium collector icon has been redesigned. - The time trial paths (the "doors") have been redesigned. - When a force field is damaged, the solid part of the shield flashes briefly white before fading back to black. - Some staircase embankments, fences and screens are no longer detected by the camera's adaptation, which means there's less replacement of the camera, which is more pleasant in game. - The automatic camera replacement system (if ticked in the menu) is now only activated after a 2 second delay without having manually moved the camera to an angle of +45 and -45 degrees from the player's direction. - One of the spaceship's parts is now in the onboarding depot, to give players a better context for their main objectives. - The dimensions of doors triggers has been resized. - Some texts in the workshop, interface window inventory and interface window skills have been shortened. - Shadows are less black. - Slight increase in the walking animation when injured. - The roll now provides a slight propulsion when executed. - Heat wave trigger zones have been rescaled, and one moved. - An asteroid rain trigger zone has been relocated. - The UI of interaction texts has been redesigned in terms of size and placement. - Some arrows on the beacons have been removed to match the logic of: one arrow = the objective. - In semi-realistic and realistic difficulty, if the player is in the wallpass (vehicle), the sand blocking on the suit of jensen will not be triggered. - Grass moves faster. - The white vertical lines have been removed from the guidance system objectives. - The text "Collecting dark energy condensed" in guidance system step 10 is now aligned with the text above, as it is independent, and the white arrow has been removed. - The weariness proficiency icon and its +10% text are smaller and the text has been placed on top. The bump indication UI system has been added to avoid being superimposed on bumps. - Health and mental health loss due to acid, miasm area, sand tornado and electric platforms are no longer based on the number of FPS, but linearly and damage has been revised. - After being defeated, when you come back, if you had sand blocked in your suit or a stimulant activated, they are now reset and no longer active. The Protector 2, Rudimentary 3 and Survival Book 3 skills have also been reset. - The flashlight battery located in the underground camp has been moved near the first underground checkpoint to match the logic of the other underground checkpoints. - The radar's Nocturnes detection sound is only activated when in combat (and not in boss battles). - Trap activation has been reduced in width but slightly increased in depth to achieve a similar proportion. What's more, once activated, the range of effect has been greatly increased. - The weariness proficiency could activate every second before. Now, it will only be able to activate every 5 seconds at minimum. Additionally, it will take longer to improve weariness proficiency up to a 20% chance. The text in the interface window character has been updated accordingly. - The most north-westerly acid basin has been raised slightly in height. - The Nocturne sample has been moved to the undergrounds, replacing the data beacon. An icon has been added to the inventory. It no longer provides miscellaneous materials but enhances the inventory, preventing the loss of crystals upon defeat. - The data beacon has been relocated to the surface, replacing the Nocturne sample. An icon has been added to the inventory. It now optimizes the harvesting of dark energy and dark energy condensed, increasing the yield. - The gain of dark energy is now generally faster, as is the gain of dark energy condensed. - On the primordial original, the boosted sweep (red circle) is now slower. - The overall damage and loss of mental health caused by the different miasms (green, yellow, red) has been standardized and rebalanced. Green does light damage, yellow medium and red high. What's more, they are no longer based on the number of FPS, but linearly. - The red miasms of the following attacks: primordial 3's “miasm explosion” and primordial 4's “contaminated miasm” didn't cause a loss of mental health, but do now. - The primordial original moves very slightly slower in phases 1, 2 and 3. - On the primordial original, the protection zone trigger, which prevents boosted sweep damage, has been increased to be more permissive. - On the primordial original, the rotation of the protection zone in phase 3 is slower. - On the primordial original, in phase 4 goes from 55,000 health to 70,000. - The validated signs on the difficulty buttons in the main menu have been reduced in size. [b]BUG FIXES[/b] - Some open doors were not compensated for in the SAS system of the infrasctructures when at the same time there was a problem with the oxygen trapped in the suit, which meant that we could still be in a “Pressurised zone” when we shouldn't have been. - The doors would not close if a Nocturne was defeated within the perimeter of the door. - On the treatment kit, the interaction feedback has been put back in the right order in French, German and Russian. - The keyboard inputs on the special weapon switch and use UI were reversed. - The energy capacitor to be obtained from the sales robot did not update the objective, Steam achievements or give experience if the other 2 were found first. - When a main objective that progresses or is completed and several things were needed, it would show 1 / 1 on the objective window. - Disarming the spaceship didn't update the objective or Steam achievements, and didn't give experience if the spaceship was repaired first. - If the spaceship was repaired, it would show 1 / 1 on the objective window, whereas it must also be disarmed, which should show 1 / 2 or 2 / 2. - Revision of certains doors collisions. - Following a previous modification to the shadows, brightness could appear in areas where it shouldn’t. - The "denied" SFX did not play when canceling the action of picking up traps placed via the shortcut bar or inventory. - The Nocturnes class 3 small Elite had a speed problem that was identical to the class 2, but this is no longer the case. - Correction of a dialogue in French. - In the underground, the sound indicating that Nocturnes were nearby was not placed on the nearest Nocturne, but remained at its original coordinates, so that the sound could not be heard. - Merchandises 5 and 6 (from the selling robot) had the text for the cost of various materials reversed. - On the energy capacitor, the number of words written on the interaction in the UI has been removed to standardize with the game's logic. - The trehium collector's objective beacon did not appear in the world. - Gamepad configuration 4 would not deactivate if configuration 3 was activated in the main menu and pause menu. - Disarming the Z-Two team's ship was not supported in the window objective interface, so you could validate the objective just by repairing the ship and leaving the planet. The warning text also appeared, stating that leaving the planet was irreversible. - The survival station could sometimes, depending on remaining health, restore as much health as a treatment kit. Now, however, it restores 75% of health, taking into account the spring ceclons found. - In English, when you activate a CECLON spring for the first time, it says now in the dialog “survival station” instead of “life station”. - Certain objectives were not validating correctly in the guidance system objectives. - Defeated bosses validation icon were not updating on the mini-map UI until the main map interface was opened and the same for the next boss available. - It was impossible to complete guidance system objectives step 10/10 due to an optimization issue, which also caused other errors. This has now been fixed. - After completing the all guidance system objectives, arrows would remain on the window upon reloading the game or scene. - Controller configurations were not always applied to all connected controllers. Now, all controllers will receive the selected configuration, preventing unexpected actions due to input presses. - The base's electric platforms no longer did damage if the player had boots against acid, which was irrelevant; they will now do damage no matter what. - During the death display when defeated, various sounds or elements could continue in the background linked to the character. They are now stopped. - Winged Nocturnes don't respawn after being defeated on the next dark night. Now it respawns well. - The clicking sound of the invisible crawler is now stopped when the game is paused. - Primordial 1's fast miasm projectiles now disappear if activated when the boss is defeated. - For the Primordial 1's, a problem with the cinematic is now corrected. - If the plasma blade is at maximum enhancement (17 or 22 damage), the enemy parts hit count will be reset to 0 if they equal to 275 / 275. Previously it went to infinity. - The miasm ray that splits the combat area into 2 against the Primordial 2's disappears when you return to the underground after defeating the boss. - Primordial 2's acid bath didn't make a splashing noise when Jensen stepped into it; it does now. - An error in the underground prevented the ping on the map interface from working properly. - The underground ping did not fade on contact. - The text indicating the number of crystals collected on the crystal extractor did not take into account upgrades to the crystal extractor enhancer. - The word “Jensen:” at the beginning of the sentence has been removed from the dialogue of the destroyed extraction pillar. - The cerles where you have to press at the right moment in The Machina mini game no longer had the bright blue/red color. - When entering the wallpass or in underground boss kinematics using plasma blades or roll, the joystick vibration, camera shake and SFX used to continue, but no longer. - When you enter an underground boss cinematic using plasma blades or roll, the animations used to continue, but no longer. - The camera in the boss 3 cinematic was not properly centered, as it was actually the boss 1 cinematic that was activated. - A weakened Nocturne Class 2 (which goes out during the day) had the wrong rank when 3 or more underground primordials were defeated. - A weakened Nocturne Class 2 (which goes out during the day) had the wrong hit points when 1 or more underground primordials were defeated. - A weakened Nocturne Class 3 small (which goes out during the day) didn't have the right hit points when 2 or more underground primordials were defeated. - Overarmed 2 projectiles never completely disappeared, which consumed a lot of performance. - Invisible crawlers, once defeated, continued to play the clicking sound before disappearing completely if Jensen is enter in their trigger. it's fixed. - The text indicating remaining sniper ammunition (when you don't have the sniper currently in use) always displayed the number 2, even though it wasn't always the corresponding number. - A problem appeared when sleeping in bed with the reappearance of antic pearls that had been destroyed by the player beforehand, the problem has been corrected. - One of the zones discovered on the surface map was always hidden from view when the surface map was viewed in the underground scene. - Crystals lost icon were not updating on the mini-map UI until the main map interface was opened. - 3 special pearls in the underground were not loaded once collected. - A space has been left between the 16. and the text “16. Kill the big mastodons”. - In the window interface objective, the objective to defeat 10 class 3 big is actually 15, the text has been updated accordingly to 0 / 10 to 0 / 15. - The objective points above class 0, class 0 hatch, class 1, class 2, class 3 small and class 3 big were not being removed when completed. - In the window interface objective, the objective "36. Find the destroyed rock in the north underground" was not validated when completed. - Underground and surface acid clusters follow the same height rule in relation to the acid basin to which they are attached, to avoid being hidden by shaders or other layering concerns. - Many invisible crawlers in the underground remained invisible even though the player had the molecular detector. - When you first learned the perforation upgrade, if you had 9 / 9 light shot, it would never activate the heavy shot x3 damage, but only at 6 / 9. - The percentage chance of activating the double light shot could exceed 10%, and if it did, it would display 0% in the battle drone window. The percentage chance is now at 10% maximum. - Nocturnes coming out in the dark could not come on the player in the central and central south underground. - A mesh in the south-west underground had no collision. - Previously, dark energy gain was slower when moving away from the base and faster when approaching it; this was reversed. Now, the gain will be higher when moving away from the base. - After defeating 3 underground bosses, the winged Nocturnes no longer came out, whereas it should continue to come out. - If winged Nocturne(s) was still alive when the next winged Nocturne(s) wave arrived, it brought them back to full health. - The sniper's projectiles did no damage to the winged Nocturnes. - A Nocturne class 3 small in the south central underground was superimposed on another Nocturne class 3 small. It was moved a little. - The unimproved sniper projectiles caused errors on the Nocturne class 3 big. - Discover objects in the world could give crystals, this is no longer the case. - On the UI, we couldn't see the possibility of changing scene from surface to underground 4 (center, center south) if we had unlocked shorcut 5 and not 4 before. - On the UI, if you had unlocked shorcut 5 before 4, you could see “Enter - shortcut” and not “Enter - shortcut 2”. - Plasma blades didn't make Jensen invulnerable in Phases 1, 2 and 3 on primordial original when he attacked. - If the primordial original was in phase 3 but above 40000, the protection zone would not move. - On the primordial original, the contour of the boosted sweep has better resolution. - On the primordial original, when the boosted sweep returns, its outline is now white rather than red. - On the primordial original, on the second boosted sweep, it became immediately dangerous without delay (trigger and red color directly activated), but now retains its delay before damage is activated. - On the primordial original, when defeated, miasm pylons, the miasm zone and the miasm projectile fast infinite of the phase 4 now disappear. - The white bars separating primordial 5's phases from the surface on his UI gauge were not adapted to his phase transitions. - When primordial 5's was defeated, his health gauge on the UI didn't disappear, and neither did some of his attacks. - The 2nd power alternator was no longer present in game if power alternator 1 had been looted, and vice versa. - Making one or two stimulants in the workshop did not equip them visually on Jensen's suit. - On the surface, the auto treatment system, once picked up, was not visually equipped on Jensen's suit. - If we had more than one grenade, it would not be visually equipped on the combat drone, either at the workshop or when firing the grenade launcher. - If you were to continue after restarting the game and finishing the guidance system objectives (onboarding steps 10/10), it would take you to the end screen. - On the end screen, a space was added in French after the “.” and “J'espère”, a “.” added after “CECLON” and an extra space removed after “la terre.” - The perfect, good and bad endings didn't trigger correctly even if the conditions were met or not. - The validated sign on the difficulty selection button in the main menu was not displayed after completing the game on the corresponding difficulty. - The game time did not have a green background and a validated sign after finishing the game in the main menu. - The validated signs on the difficulty buttons in the main menu are now all proportional after completing the game in a difficulty (semi-realistic and realistic were not proportional like the normal difficulty). [b]OPTIMIZATIONS[/b] - Deletion of certain materials. - LOD have been added to the tornado regulator and the drilling machine. - Certain code sections have been optimized. - Grasses don't move if the player is too far away; this is more optimal to avoid having grasses moving all over the world while the player is far away.