[b]ADDITIONS[/b]
- On the primordial original, during phase 4, a yellow orb concentrated with power will appear. It is larger than the orbs from phases 1, 2, and 3. Its damage zone will remain constantly active. It will move randomly, and both its movement speed and damage zone will increase as time passes, adding extra tension to this final phase.
- Added details in the underground, such as grass, luminous organa (light), decaying miasm etc., to further enhance the environment.
- Added new landmark on the surface, a big natural arch.
- If the wallpass reaches a certain speed, it can damage Nocturnes if they collide head-on.
- There are now a total of 4 containers on the CECLON surface instead of one.
- Addition of a background to the bottom right of the interface window inventory.
- Addition of one crystal on the surface.
- The antic pearls now give off a vertical energy (an FX) that can be seen from afar, even in the dark night.
- On all coordinates computers, once an item has been found, a green indicator will appear to the right of the coordinates on the corresponding computer screen to indicate that it has been found.
- The access card workshop is now in a locked crate, and you'll need 20 various materials to open it.
- 2 new achievements have been added on Steam and EPIC. 1 where you need to have all the teleporter upgrades to the maximum and 1 where you need to have upgraded the 2 turrets, the incinerator and the eletric stasis to the maximum.
- Numbers have been added at the end of the workshop buttons to help you find your way around the menu.
- Addition of the Akon space organisation logo to both sides of the Z-One team's spaceship and to one side of the Z-Two team's spaceship.
- When the info window appears/changes information, a sound (SFX) is triggered.
- A ramp can take you from the walls of the base to the top of the Z-One team's spaceship.
- Sand design added to auto save screen.
- You can now use night vision to help you find your way around in the dark night, although the night vision battery will run down and recover over time if you stop using night vision.
- When the radar is unlocked, an effect appears around the mini map in the top right-hand corner.
- The tip about flashlights / headlights now includes additional information about night vision with the associated input.
[b]CHANGES[/b]
- The damage improvement for the special frame on the shotgun has been reduced from 20 to 10, and the corresponding text has been updated.
- The cost of the workshop’s special optimizer has increased from 35 to 55 various materials, and the corresponding text has been updated.
- The cost of the workshop’s special frame has increased from 40 to 70 various materials, and the corresponding text has been updated.
- The cost of the workshop’s movement assistance has increased from 28 to 35 various materials, and the corresponding text has been updated.
- The cost of the workshop’s molecular detector has increased from 30 to 38 various materials, and the corresponding text has been updated.
- Creation times for stimulants, grenades and traps in the workshop have been reduced by around 40%.
- The containers now yield 12 various materials instead of 20.
- Battle drone experience gained by beating primordials has been reduced by 15 for all.
- Battle drone experience gained by beating class 3 small has been reduced by 1.
- Battle drone experience gained by beating class 3 big has been reduced by 2.
- The Nocturne sample now costs 100 various materials to make, due to its very heavy weight. It has to be made on the spot to be picked up.
- The merchandise 1 of the sales robot, which was the access card workshop, was replaced by the access card. These have been reversed to simplify access to the workshop, which was too complex, and everything linked has been updated.
- In English “Locked tool box” has been renamed to “Locked tool crate” and in French “Boite à outil vérouillée” to “Caisse à outil vérouillée”.
- For the achievement or you have to open 15 crates. The 3 “Locked tool crate” and the 2 “Locked crate” are now counted in.
- The SFX range of the bangs on the depot door has been increased and revised in terms of distance-based volume adaptation.
- The SFX range of the signal was revised in terms of distance-based volume adaptation.
- The 5-digit locked crate code is now completely random when you start a new game.
- The chances of obtaining the 4 matrix for the teleporter have been reduced.
- The guidance system objectives is a dynamic window, it can be closed or opened by the player, which is why this window, unlike the others, will have its fade in / out blocked if the game is paused.
- The little ‘Total darkness is approaching!’ dialogue that follows on from ‘They're coming...’ is now triggered only if at least one dark night has passed.
- When at maximum consumables / special consumables on the UI shortcut bar, it has a green background rather than a green outline around the numbers, making it more visible.
- One of the FX that make up the miasm inexhaustible projectile on the boss stalker has been redesigned.
- The camera raycast is more permissive, more center on the player.
- The radar's detection distance has been increased to match the visual scale of the mini map.
- The battle drone's thruster FX has been revised.
- Collisions have been added to the containers (the little boxes where you can find various materials).
- The 2 spaceships are now accessible by the Nocturnes.
- The primordial 5's will appear after successfully collecting 1 dark night energy condensed by activating a 2nd one. This counter resets every dark night.
- The white light effect around the player on the window interface map has been enlarged.
- Enlargement and repositioning of certain parts of the small dialog UI.
- When you use a CECLON's spring or an interest point, the indicator window now shows the maximum percentage gain in mental health or health.
- The dialogue that triggers when picking up the surface map has been shortened; there are now 3 fewer dialogue boxes.
- The safe zone and danger zone texts above the IU gauges have been reduced in size.
- Decreased size of flashlight input text on UI.
- Decrease the size of the heavy projectile glow.
[b]BUG FIXES[/b]
- All "%" symbols have been adjusted to be directly attached to the numbers in all texts.
- Achievements where 15 crates had to be opened did not check certain crates; the corresponding crates are now all checked.
- Difficulty-related achievements did not yield the correct achievements.
- An error read to all SFX could occur when defeated on the surface.
- Most Achievements did not activate in-game until re-launched.
- The achievement for discovering the entire underground map could not be unlocked.
- The achievement for crafting everything in the workshop could not be unlocked.
- Recentering of the 2 UI title backgrounds in the interface window inventory.
- The red warning text in the interference debugger and light overcharged would not update if you obtained various materials while already on the interaction trigger, so you had to exit and return for it to update.
- A rock on the surface did not have a suitable collision.
- The vertical bars of the force field have been enlarged in depth. There were tiling problems with the horizontal bar, which was particularly noticeable when pulling on it.
- The teleportation window did not directly update the items obtained when it was opened.
- One vertical bar of a blue force field on the surface was superimposed on another and therefore missing on its other side.
- The horizontal bar of the tower force field was too shallow.
- The achievement where you have to use a stimulant might not activate.
- A collision was added on a fan to prevent the camera going through in the shelter.
- A fan collision outside the shelter was missing the correct layer and tag, which can cause problems with certain collisions.
- If we press up on the first button in the "Other" category of the inventory, it doesn't navigate to the correct button.
- The landing animation could remain active after a sequence of plasma blade and run animations and if the player lost contact with the ground.
- The little dialogue ‘The sun moon is scorching, it's exhausting.’ stayed on for longer before switching to the battle drone's response to Jensen.
- The guidance system objectives remained half-faded if it was made visible before leaving the game and when returning to the game by opening the interface window or pausing the game.
- You could hide/unhide the guidance system objectives and guidance system info while on the machina.
- There were no collisions on the walls of the door locked by a blue force field in the machina room.
- Correction of a French text that read ‘CAllons maintenant abaisser la rampe!’ to ‘Allons maintenant abaisser la rampe!’.
- When you unlocked an extra slot for consumables and special consumables, the green feedback was not removed if you were at max equipable.
- Light overloaded unlock the interference debugger, and could therefore never be unlocked. This is no longer the case.
- Proofreading of texts in English and French.
- If you step on Team Z-One's spaceship or its landing gear, you can now hear footsteps.
- On the UI, when you succeeded in collecting a dark night energy condensed, the percentage it gave was not the right one.
- The maximum percentage of mental health given by the interest points in the window interface map was incorrectly displayed.
- An error could occur when beating the primordial 1's.
- The 3 toolkits, once unlocked, did not appear in the inventory.
- Steam achievement of the number of Nocturnes defeated could be done after 50 Nocturnes defeated, instead of 500.
- A rock accessible by the player in the underground was not accessible by the Nocturnes.
- At the end of the opening cinematic on the CECLON surface, the camera made a rigid movement to reposition itself before handing over control to the player.
- The word “Long press” visible on the UI is now translated.
- In the underground, the UI display of the mini map and the radar had a problem with overlapping.
[b]OPTIMIZATIONS[/b]
- Deletion of certain materials.
- Certain code sections have been optimized.