VISUAL UPDATE IS FINALLY HERE

[h1]Operatives![/h1] I’m pleased to finally announce that the [b]Visual Update[/b] for [b]THE BURST[/b] is now [b]LIVE[/b]! Hope you didn’t have to wait for too long! To sweeten the pill a 25% discount is available starting today, [b]October 4th, 10 AM PDT[/b] and will last for 14 days! As we promised, almost every aspect of the game was enhanced in one way or another: gameplay, level art, graphics and effects! We also delivered on our other promise - [b]THE UPDATED DEMO FOR THE BURST WILL GO LIVE TODAY[/b] just a bit later, hour-two most. Jump on your Mirage, greet Shelldogs with rapid fire as they finally leave the Damag rehab center and touch THE NEW AND IMPROVED WALL! Bug fixes, bot behavior improvements, lots of environmental detailing, but that is not all. The Burst now supports [b]bHaptics[/b]! Even more immersion for an epic postapocalyptic experience! We will be adding more events to the already existing list in upcoming patches. Feel free to send your feedback to us! Unfortunately, the long-awaited achievements will have to wait a little bit… They are almost here, but as some of them require a bit more tuning, we will be sure to add them over the course of the next week. Check us out and don’t forget to [u][b]leave a review[/b][/u] so we could work even harder and make the game even better! [img]{STEAM_CLAN_IMAGE}/43770973/52ccd7a760bc48d11d54918d664cd89987ac0c55.png[/img] For those of you curious enough, here is our full changelog: [h3]Gameplay[/h3] -Flying enemies are now more precise -Shelldogs no longer fall off containers in Utopia’s lair -Subtitles no longer fade if the line goes on but the scene changes -Hornet’s comments on his own decisions now correspond to the path he took -Ghouls’ animations were tweaked -Player now respawns correctly if they die/fall while driving Mirage -Enemies learned how to jump properly -Armored enemies can now be spiked -Machinegunners now show a bit more of common sense in combat -Enemies no longer get stuck when spawned -Machinegunners, snipers and basic shooters passed their ballistic training and now target the player properly -Scientists no longer freeze in strange poses (being scared is not a valid excuse, old man!) -Ladders are now easier to climb -Enemies are no longer indecisive if they are too close for shooting and too far for melee -Fixed rigor mortis causing guns to stick to enemies’ hands and turning them into ragdolls -Armored enemies now have their both feet firmly on the ground -Game no longer crashes when you try to hook an object -Enemies now stand up properly -Enemies passed their grade school exams with flying colors -Some enemies had their armor rebalanced -Crane position is now displayed properly -Enemies are no longer airwalking if the tile underneath was broken -Jumping tutorial was updated -Boomsquad DMR “Spiker” was added to the arsenal (UCE archives don’t have info on it yet, but we will add it soon) -Enemies now use cover more efficiently -Mags and props no longer appear frozen -Mirage wheels are now more stable and won’t jump randomly -Mirage no longer spawns locked -Flashbacks no longer corrupt save files -Enemies now properly support their gun with their left hand -Grenades now work as intended -Items no longer spawn outside of boxes assigned to them -Yellow box debris no longer prevents the player from taking the contents of the said box -Items retain their velocity when the player is in motion and throws it -Bosses now properly traverse their arenas -Enemies are now better at closing distance -Crane shows improvement in behavior and pathfinding (it can smell you) -Utopia now dies properly -The player’s hands no longer tremble or collide in silly ways while reloading and running -Flying enemies won’t try to use jetpacks if they were destroyed or disabled -Snipers and flyboys now have their assigned armor -Items no longer fly away if you hook them with two hands -Breaking structures will no longer cause a crash -Belt slot positioning was tweaked -Player can no longer duplicate mags by stacking them in the belt [h3]Level-art[/h3] -Intro level streaming no longer causes lighting issues -Level instances no longer unload too early -Reflection probes are now updated -Level LODs on multiple levels are now updated -Intro sequence reflections, caves, background meshes and proxies on various levels show significant improvement -General level art improvements - no more holes, flying objects or objects with broken collision -Lighting, navigation and precomputed visibility were improved on many levels -Train station level design was changed to add to fluidity of the boss battle. The train itself was slightly restructured. -Bunker level art underwent some changes -Leadlair cull distances were tweaked -Burrowcamp level now can flex its ember and smoke particles -The Wall level story scenes now activate properly -Bordergate elevator puzzle now has an additional hint -Smoke effects were integrated in The Wall level -The carpet in Leadlair no longer bugs out -Droppod textures are now updated (look for a cute new monitor to track your descent) -Bordergate is now a windy place -The Wall is now more detailed -Road meshes were changed -Road to the City enemy positioning is now a bit better -Forgepolis background placeholders now apply properly -Ending slides will now recognize correctly if [spoiler]Utopia[/spoiler] is dead or not -Added more spots where enemies can jump and climb over obstacles -Culling issues for Burrowcamp and Leadlair chapters were fixed [h3]Graphics[/h3] -Placeholders are no longer visible from the other side during streaming -Utopia no longer has multiple pairs of eyes, that was freaky even for her -General visual improvements on many levels, including but not limited to everything described in the previous passage. From Droppod to Bunker, a lot of textures are now more detailed -Debris no longer flies too far away [h3]SFX/VFX[/h3] -Music no longer cuts off during the final cutscene of the first mission -Distant effects now show proper sprite rotation -Some bottles now have liquid -Bottle shaders were also improved -Bottles with liquid break with a distinct sound -Grabbing now feels smoother -Armor hit SFX is now more juicy -Rocket trails on The Wall level have better visibility -Entfant spores look a bit different now -When bullets whoosh by your ear, you will hear it -Varg soundtrack timings are now to the point -Enemy footsteps sound even better now -Sand shock wave effects for Leadlair, Train and The Wall scenes were enhanced. [h3]General[/h3] -[b]bHaptics[/b] is now supported! -Peripherals and corresponding settings can be accessed through the menu -New tutorials for breaking crates, activating grenades, opening upgrade boxes and pulling yourself to enemies are now added to the game -New Era ending has its actors properly assigned -Russian localization for prologue lever tutorial is now fixed