New Display Settings: Bloom Slider + an option to to disable Flashing LIghts
Fix: "On a mission" achievement was never triggering! Oups. Sorry! When you launch this version, the achievement will try to 'catch up' and trigger. If it doesn't, complete any mission (in missions mode) and it will trigger.
FIx: Ensure unvended juice can't be collected [ineluctable_assasin]
Fix: Suppress zoom while carrying something or using Download tool [Sinnoware]
Fix: Fixed an exterior rendering glitch in Freight Workshop [Hnrz]
Fix: Removed a redundant invisible collider in Freight Workshop [Hnrz]
Fix: Ensure you can't ctrl a bug inside a closed bugbox [ineluctable_assasin]
Fix: Typo "hHusk" => "Husk"
Fix: Time not showing correctly if playtime > 24 hours [Sinnoware]
Fix: If you load the Prelude autosave manually then get killed, retry wasn't working
Fix: Using the security override in CRS Security was counting a DAD as broken when it shouldn't [mab]
Improvement: Tripwire beams can now be 'interrupted' (truncated) [suggested by Hnrz]
Improvement: At The Cloud, the 4th EgoEngine pair in the engine room can now be accessed (if you solve the new puzzle I added)
Improvement (experimental): Throttle bathroom mirrors so they don't over-tax the GPU [reported by mab]
Change: Make MUM slightly more responsive to movement input.
Change: Gamepad / controller, A + Y combo now toggles the UI on/off (like F4 on keyboard)
Patch download size: 41 MB.
Patch Notes v1.0.5
Patch Notes v1.0.5
FOV Slider! Different bots have different FOVs, so this slider scales the main Bug's default FOV, and the same scaling is then applied to the other mobile bots. Bugs have also been given a focus/zoom to make reading screens etc easier at wider FOVs.
Change: VaQ tool deilineated 'suck up' from 'suck to' - they used to both be on LMB and switch behaviour depending on what was being aimed at, they're now independenly operable on LMB/RMB.
Fix: Accumulated stats weren't taking Prologue stats into account until far too late in the game [reported by Sinnoware]
Fix: Ensure that top secret vent can be opened at Integrated Cooling location if player gets there by unexpected means [thanks Sinnoware]
Fix: Ensure a specific BadBug at CRS can't get stuck in sleep state [Lars]
Fix: Two MateyBoys in CRS Resisential weren't functioning [ineluctable_assasin]
Fix: In CRS Science, one of the waypoint markers wasn't always being removed [ineluctable_assasin]
Fix: With controller/gamepad, Rocket was firing on single-trigger after loading game [Lars]
Fix: Shift through see-through wasn't working while virtual [mab]
Fix: Occlusion issue at one of the doors in Legacy Systems [Jacobspillow]
Fix: Virus physics were broken after being grabbed [Lars]
Improvement: Make it easier to collect juice from openable crates [ineluctable_assasin]
Improvement: More precise text for META explaining how to hurry a HOP [oku]
Improvement: If players forget to ctrl the thing you're supposed to find, remind them [ineluctable_assasin]
Patch download size: 33 MB.
Patch Notes v1.0.4
Patch Notes v1.0.4
Fix: F4 to toggle UI on/off wasn't working, it is now. [reported by Bart]
Fix: Worm inside crate was vanishing... .now it doesn't [reported by ineluctable_assassin]
Tweak: Added a hint sign to buglock DOR in legacy systems [after reading Dong Quixote's review]
Probable Fix: Ensure you can't hop to something inside a bugbox before the bugbox is open [reported by ineluctable_assassin]
Tweak: Shift upgrade - noticed some players weren't getting how to use it, changed descriptive test to try to improve chances they will.
Fix: Ego wasn't being counted correctly if 'Ego Maniac' MEM was upgraded beyond a certain level
Patch download size: 19 MB.
Patch Notes v1.0.3
Patch Notes v1.0.3
A few fixes and improvements in response to issues YOU have reported.
Fix: Train wasn't budging when using a gamepad/controller [reported by Willing-Exit1]
Fix: Upgraded energy should also upgrade speed [Thanks Lars]
Fix: CRS Engineering shed doors should no longer get stuck shut [reported by toab]
Fix: Fault upgrade was causing GPU spikes [Reported by SomeSayKosm]
Possible Fix: Bug printer doors getting jammed shut [reported by ineluctablke_assasin]
Improvement: A custom screen resolution can now be configured (no UI for it yet though) [Lars]
Improvement: Middle Mouse Button (MMB) can now be bound to Use/Interact [Requested by Bart]
Improvement: I've beefed up Shift/Upright (Right-Mouse Button) a bit (now uprights things faster)
Approx patch download size: 6.5 MB.
Patch Notes v1.0.2
Patch Notes v1.0.2
A small hot-fix. I'm trying to batch fixes up to avoid the game updating too often, but this one is needed NOW because of a game-blocking number format issue for players in Poland (and likely elsewhere).
Fix: Global number formats now taken in to consideration (thanks Margaritea)
Fix: No more getting softlocked inside crates (thanks English Language)
Fix: A certain villain was metamorphosing mysteriously into one of the good guys if you, erm, took him as a pet :D (thanks Margaritea)
Fix: Matey Boy range check amount of Matter (thanks Lars)
Fix: An exploit to keep collecting the same ego point over and over again. Found it before any of you did. Ha! (Thanks Me)
Approx patch download size: 7 MB.
Patch Notes v1.0.1
Patch Notes v1.0.1
Huge thanks to one particular player who reported many of these and provided me with the data to pin them down. You are a star.
New Motion Setting: There's now an option to stabilize your EYE (player camera)
Find it under Controls > Input Settings > Motion
Fix: Two naughty hidden DADs were revealing themselves through the EMU in CRS Corporate
Fix: A troublesome luggage bot was allowing itself to be ctrl'd while not actually in the playable area
Fix: A DAD was floating in the air under certain conditions because wasn't initialising properly
Fix: At the very end of the game, if you load your last save back in, GOD's integrity meter goes weird
Fix: At The Cloud, the lift/elevator cameras were missing arm supports.
Improvement: I've added a sign saying "ego engine access ladder" to hopefully make it less likely that the ego engine can't be found
Approx patch download size: 50Mb. Sorry about that! I haven't yet understood how best to optimize patch sizes based on how the various tool package up the data.
Demo Update 1.6.0
Prelude! Shotgun! Missions!
Very pleased to announce a fairly major update to the demo. No less than three new features!
Prelude!
There is now a completely new pre-prologue section to the game, which we're calling a Prelude because we're running out of words for sections that come before Chapter 1.
Its purpose is to kick off the campaign with a bit of early drama - to provide a taste of what is to come,
Shotgun!
Why didn't the game always have a gun? Somehow it didn't make sense for there to be a gun, but now somehow it does, and so that's the official answer.
Missions!
In addition to the main campaign, you can now play standalone missions. Replay segements from the campaign with different gear or to experiment with a different approach. Or play the TWO NEW CHALLENGE MISSIONS e.g.:
The plan is continue to grow the number of available Missions. There's room for action missions, stealth missions, problem solving missions, challenge missions, missions at new locations etc.
Controller Fix
The update also fixes a controller problem - a deadzone is now implemented.
Demo Patch 1.5.25
Changes
I'm not going to bother listing them - nothing exciting - just a number of small bits and pieces migrated across from the full build to keep demo in step.
The most notable thing is I've streamlined the prologue a bit.
Demo Patch 1.5.24
Changes
You can now play with a controller/gamepad
Grab improved, less likely to drop unintentionally
Various small tweaks here and there
Demo Patch 1.5.23
Gameplay Changes/Improvements
Grabbing and Throwing stuff damage calculation improved to make more likely to cause damage, and to cause greater damage. Means e.g. you can hurt - even kill - enemies doing this now.
Ether canisters: Players weren't noticing 'em, so they're now a lot more noticeable. Throwing them means they'll more than likely implode (physics based calculation), causing explosion damage.
Doors: Now cause collision damage if they're closed on destructible stuff
Cute Lift: Is now more physics aware, can deal collision damage in certain situations.
Bug Program Changes
Aeronautics/Rocket now deals a little collision damage even when unwormed
Shift/Shock: Controls + prompts + feedback improved + you can now shock Evil Eyes
Egonomics / Bug Free Zone Map
Now making extra sure Mr Bossman pops up when he's supposed to
Big Fat Crates swapped for Self-Serialisable variant to give player more options
Egonomics department floor collider was slighly under the floor.
Drain ego engine warning: warning was still showing after having drained the ego engine, oups.
Rocket Launch Site Map
BugBox: Explicit objective added to open the bug box, triggers if player has found but not opened it
The long blue crates blocking the exit door had mass set too low and so were unintentionally grabbable.
Debugger Map
Added in some extra insights to assist players who might be struggling without a decent weapon/tool available
Doors open a smidgen higher so you can see beyond them more easily when in ctrl of a DAD
Added a prompt to remind players they can zoom camera as DAD
Misc Improvements
DADs that had previously been ctrl'd but not currently ctrl'd were jiggling when horizontal.
META: Added a new META to teach/remind about TAB/INFO. Triggers when first ctrl a Matey Boy bot.
BugLocks: Door lights now transition from red -> green on unlock
The very first BugLock: Added an extra prompt to make the in-game on-screen button less missable
Performance Monitors now show number of Disks in local area. Knowing they're there might encourage more players to look for them.