Difference between revisions of "Release Raptor:Early Access Release Notes"
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+ | == Alpha 16 == | ||
+ | (This isn't done yet, we're still working on it.) | ||
+ | |||
== Alpha 15 == | == Alpha 15 == | ||
− | ( | + | (Released August 25th, 2016) |
=== New And Updated Content === | === New And Updated Content === |
Revision as of 00:10, 26 August 2016
Contents
Alpha 16
(This isn't done yet, we're still working on it.)
Alpha 15
(Released August 25th, 2016)
New And Updated Content
- 19 of the level chunks have had some amount of tweaking to them to fix up little glitches or holes or whatnot in them.
- Added a new single-story set of stairs to the industrial stairs section of the level editor.
- Thanks to Cinth for modeling this variant.
- Added a new "arches" section to the basic interiors section of the level editor, with 16 new objects in it.
- Thanks to Cinth for modeling these!
- A new "server room" science level chunk has been added.
- A new final boss room has been added.
- Added three new giant floors that we can use in the level editor for various purposes.
Controls
- Put in some code that should make float values save properly on non-English machines. If you had trouble with the mouse sensitivity, this may be what it was.
- Please note that this is going to reset the mouse sensitivity, volume, and ambient brightness boost for all players.
- Thanks to ( Tchey ) for reporting.
- A new "control extras" section in the settings menu has been added, and things like the mouse sensitivity have been moved into there. It's easier to separate those out from Misc when visually perusing them.
- The default raptor turn speeds when walking and running have been doubled since that bothered a number of people, and you can now change the values of those (independently of one another) from 10% to 400% of the new value.
- This has no effect in the first person (over the shoulder) mode, since the mouse sensitivity is already what controls that.
- Thanks to liamdawe, tigris, and Reath for suggesting.
- The physics of jumping have been massively overhauled, as well as a bunch of changes to the animations related to them.
- Previously you started at max speed and then decelerated. Now things have changed around a lot, but in general there is now an acceleration period that you can cancel out of at any time by stopping holding the button, and then the deceleration period happens faster (0.5 seconds rather than 1.5 seconds to hit terminal velocity).
- The overall effect is something far less floaty and easier to control in terms of jumping to different heights based on how long you hold the button.
- Thanks to tigris and Reath for suggesting.
- The physics for the lunge attack have been adjusted a lot as well. You can now lunge for far less distance or far greater distance based on how long you hold down the button. This gives a much better sense of control here, too.
- Thanks to tigris and Reath for suggesting.
Fixes
- Fixed an issue in the lab demo where Cicadabots were spawning in the ceiling. Instead there is now simply a Beetlecleft there -- there was some sort of problem with the ceiling there in that lab.
- Thanks to garion333 for reporting.
- Fixed a bug where the "hide objective text" setting was not working in the procgen levels
- Thanks to Cinth for reporting.
- The game is now properly tracking the raptor and enemies as moving objects for CTAA dynamic temporal antialiasing, which makes them no longer appear blurred when moving. This was an unintentional motion blur, in effect, we discovered.
- Thanks to DryEagle and Vodka for reporting.
- Fixed the light bleed that was caused by Utility Brown Wall Flat (Range 7).
- Thanks to garpu for reporting.
Alpha 14
(Released August 24th, 2016)
- Updated the main menu text to make it clear that this is not a demo anymore.
- Fixed an issue where we did not actually allow players to rebind the zoom keys or the first/third person toggle buttons, to our surprise. No wonder nobody knew it's the F key!
- Thanks to TheVampire100 for reporting
- There is now a greater chance of running into the unarmed spiderbots in the non-demo levels. Still low, but it should happen more than almost-never now. ;)
- Fixed a bug where some enemies (generally cicadabots) could temporarily detect you at the start of a procgen level and thus give their voice cues, but then you weren't actually seen.
- The main menu now has a direct link to the release notes, so people can more easily find out what is new.
Previous Release Notes
Release Raptor:Pre-Early-Access Release Notes
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