Hello everybody,
Here’s a teaser for the upcoming Interloper launch! (link to higher resolution[i.imgur.com]). We are testing launch candidates for Interloper A, A1, B, B1, B2. We’ll have information on Interloper C, C1, and D once we put out the primary set of maps (they’re shut!), in addition to particulars for what’s left on our to-do checklist for Nihilanth and Endgame.
We additionally wish to use this mini replace to spotlight a number of the work we now have been doing to the already launched chapters based mostly on the beta suggestions (nonetheless extra to implement). We’ll proceed to replace the maps because the group and group finds points.
Improved godray efficiency in all maps
Increased efficiency in Xen B decrease swamps (as you exit the door)
Fixed zombie HEV flashlight sprite when turned on by I/O
Model collision and materials kind fixes
LOD fixes
Fix RPG not monitoring Gonarch hitbox
Slightly elevated Gonarch hitbox
Fixed black space portal
Updated therapeutic island particles
Removed dynamic gentle god rays for efficiency, and since it wasn’t having the specified impact
Fixed a crash involving the Gonarch mortar
Fixed flashlight and different dynamic lights not displaying in beginning cave
Tinted burnable webs in order that the participant can inform the distinction between webs they will break and webs that have to be burned.
Fixed materials sorts on textures and fashions so it now not feels like you’re strolling on stable glass
Blocked internet window that regarded just like the participant might move by way of
Added lights and wires to higher information participant on essential path
Player clipping move
NPC clipping move (It must be a lot tougher to get the Gonarch caught or floating off cliffs)
New and up to date mannequin collisions
Lighting fixes for steering and higher Gonarch visibility
Minor artwork fixes
Fixed all breakable webs to interrupt in ONE hit
Fixed breakable internet hitbox collision detect (it was too skinny)
Lighting and prop enhancements for participant steering
Fixed oil that was not slippery, permitting participant to interrupt begin of ultimate chase
NPC clipping move
Player clipping move
Better highlighted participant path in first chase
Fixed columns in ultimate combat with the ability to kill you in a single hit
Updated and glued mannequin collisions (nonetheless some objects lacking collisions, just like the crystals)
Removed some participant obstacles to make the primary chase really feel smoother
Fixed gamers with the ability to lengthy soar into begin cinaphys and get caught
Removed collision from sure ceiling props to verify they don’t cease the participant
Removed fireplace fumer from ultimate boss part
Reduced display shake brought on by fireplace harm
Lowered harm from Gonarch fireplace
More updates quickly!
Discord – https://discord.gg/PSZfh8N