Full notes
Full A Story of Distress update
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What changed
- Balance
- Gameplay
- Performance
- UI and audio
- Fixes
A Story of Distress changes
A Story of Distress is finally available for the Oculus Rift on all major platforms! This introduces update 2.0.5 which guarantees that it will work on your rift right out of the box. Also on that, we fixed a ton of bugs and optimized a lot more. Further on, we have been receiving some complaints that the game was too expensive, we have readjusted the pricing to 9.99 USD. Hopefully this will balance the value of the game more correctly! Thank you for your input! Unfortunately, we also have bad news. Last time we announced the Challenge mode which was going to be adding more game-play value to it, we decided to scratch that and instead, focus on polishing what we already have. We understand that the experience overall was buggy and didn't work at it's best. We would like to make it up to you and instead, work on something that is small, but turns out to be a great and immersive experience, instead of something full of features that doesn't work correctly. Cheers! New:
Ported the game over to rift, which essentially means, fix and polish a lot of bugs that were happening on it.
Added Snap Turn
Throwing knives are now able to kill enemies, although, it will still take you 4 hits to score a kill.
Re balanced the game by giving the player a health system (you can be hit up to 4 times before dying) and by also making the soldiers more clever. This means that it will be easier to spot you, but, you will also have more survive ability. You get a second chance at winning at close quarters combat. This will also enhance the immersion and make you feel more vulnerable while also making the experience itself less frustrating.
To enhance this new second chance system, we added a small 4 second long slow motion when at 1 health. This gives you a small window that will enable you to survive.
Bug Fixes:
Thanks to Jay Peet for helping us with some optimization tips! He helped us reduce some bottlenecks when killing guards and helped us reduce overall delay on the CPU side.
Some arrows on the Training Camp were to far away from the player into the table, they are now easier to get.
On the last update we mistakenly made the Soldiers make a death sound when they detected something, although funny, this is now fixed :P
Soldiers were returning to where they first started after seeing the player and then loosing focus, they now continue their way towards the next way-point.
Soldiers no longer moonwalk
Soldiers have a smaller chance of saying something when detecting the player
Animals now scream when they die
Further added more LODs in order to improve performance
Fixed a bug that enables us to use Single Pass Rendering, this should increase overall CPU and GPU performance!
Finally fixed a bug that makes the dagger become invisible sometimes.
Optimized Bloom post processing effect.
Optimized CPU load on sound import settings
Optimized shaders in order to gain performance, doing this resulted in small visual changes.
Everyone who didn't have the folder "SavedGames" on their Documents folder had to launch the game twice in order to be able to play, this is now fixed. Sorry for the inconvenience!
After countless hours of debugging, we finally fixed the issue that made you sometimes not grab objects correctly! Weehaa!
Fixed an issue that was making the game render twice, thus destroying performance.
Optimized camera view distance and added a fog to correctly mask it. The game is now much more optimized in general as there are a lot of unseen details that aren't being rendered anymore.
Improved the way ragdolls behave.
Ragdolls are now easier to release from the dagger.
Ragdolls no longer shoot out into the air with stretched limbs.
Fixed a bug that was making the player able to hide behind his weapons, it also made him invincible.
Fixed a bug that made the player able to walk during cutscenes.
Reduced volume of animals scream when they are scared.
Fixed an issue that was preventing the running tutorial's thumbnail to be drawn.
Fixed a bug that made the player fall a bit once spawned at the first checkpoint on the Training Camp.
Fixed an issue that made the Notebook invisible while when trying to access it while having a bow equipped.
When absorbing the throwing knife, it no longer auto-equips as this was constantly breaking and the knife just fell down to the floor.
Fixed some colliders on the night city level.
Fixed an issue that was making all of the Torches' fires to disappear after 5 seconds.
Since the first guard that was sitting down was creating so much trouble, we made him stand up.
Fixed an issue that would make soldiers unable to hurt the player if he was standing too close to him.
Fixed a bug that was making it impossible to actually choose Ultra settings and when you chose Low settings, it upgraded to Medium settings.
Fixed Fade-In not working correctly, you would be able to see the scene for about 1 second and then it all went black right before a fade in. This is now fixed and camera fades now work correctly.
Fixed an issue that made it possible to gain the achievement where you had to finish a level without being detected, while being detected. This was due to how we saved the game, and we now perform a save right after being detected for the first time on a level.
Source
Changelog.gg summarizes and formats this update. How we read updates.
