Full notes
Full Acatalepsy update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- UI and audio
- Server
- Fixes
- Maps
It's the first day after release, and I will continue to fix bugs as they arise. I plan to ensure that Acatalepsy's major bugs are polished and fixed before fully focusing on brand-new content.
ENTITY
Halved entity sight range.
This should make playthroughs easier and greatly decrease the chances of the entity finding you instantly.
Decreased Entity Max Sprint Speed from 650 cm/s to 615 cm/s
In reference, the max player sprint speed is 600 cm/s.
Improved the stability of the entity animation blueprint, reducing the chances of crashes and improving performance slightly.
Added an Entity Spawn Room to all three levels.
Instead of the entity spawning in a random position in the level, the entity spawns behind a set of closed doors in a specific room. After a random amount of time in the level, the doors open, allowing the entity to roam free. The doors' opening is indicated with a unique loud alarm sound. The doors are a darker tint, so they aren't mistaken for the actual escape doors. This fixes the core issue of the entity immediately spotting the player in some instances. May also completely fix the entity stand-still bug, where he refuses to move, but more testing is required to see if this bug is completely gone.
BUGS
Attempted fix at the "Spectating" widget appearing on all players, even when alive, when one player dies or escapes first.
Attempted fix at the player escaped screen, displaying the incorrect player name in multiplayer.
Attempted fix at the interlude widget displaying the incorrect player name in multiplayer.
Changed logic for dropping all player items on death, now having to be verified by the server. This should fix some of the bugs related to tons of items spawning when a player dies.
Attempted to fix matches ending early because the game incorrectly detects all players as dead, even though some players may have lives remaining.
Attempted to fix players not spawning in Spectator when they are out of lives, and other players have lives remaining.
Removed the ability for the player to step on top of and collide with player corpses.
Fixed bug causing players not to earn credits for completing the battery task if they run far away from it.
QUALITY OF LIFE
Added a slider to change the magnitude of all head bobbing in the settings.
Added an option to completely disable all head bobbing when walking
Added an option to completely disable all camera movement and post-process effects when turning/moving your camera, labeled "Camera Enhancement" in the settings.
Added an option to completely disable all FOV effects that change based on player speed
Having worked with Acatalepsy for a while, I became used to the head bobbing, not understanding how extreme it truly was. I've heard mixed opinions on the head bobbing intensity, so I have now made it a setting to change per player. Sorry for the headaches and frustration the head bobbing might've caused.
Added mouse sensitivity adjustment in the settings.
USER INTERFACE
Added an on-screen sound meter to determine how much sound you are making, or sound being made around you, that the entity can hear. This includes task interactions.
Small UI additions and adjustments in several UI widgets.
The inventory widget now shows your current amount of credits.
Decreased the amount the UI moves when moving around physically.
MAP
Fixed several instances on Level 1 of being able to see out of the map.
Adjusted the level generator under the hood to accommodate the new Entity Spawn Room.
Added several divider walls to Level 2, making it easier to cut off sight-lines from the entity, improving map flow.
These are my immediate bug fixes and changes after feedback from the release of Acatalepsy. As more bugs are reported and further testing is conducted, I will continue to publish fixes and small additions.
Thanks for your patience while I work on Acatalepsy,
Tyler
Source
Changelog.gg summarizes and formats this update. How we read updates.
