Full notes
Full Backrooms Interception update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Performance
- Balance
- Events
- Security
New Stuff
Options Menu Graphics Overhaul We fixed a lot of the confusing things about the options menu, along with including a fix form the discussions tab.
—Higher Resolutions: Before the maximum resolution was 1920x1080, simply due to it being the resolution that I and my co-developer developed on for the game being tested and optimized for it, I simply forgot to make code that will check if your monitor supports higher resolutions than that. And now it does! Keep in mind that you will have to manually increase the amount of VRAM that the game can use to compensate for higher resolutions.
- — Texture Streaming SettingsWe added options for changing the amount of VRAM the game can use from your PC. Right now the default setting is 6GB but in actuality it restricts the program to 4096 MB, aka 4GB with 2GB of system overhead, but the game doesn't draw much VRAM, with 1080p needing a minimum of 1.7 GB at 1080p (Required Streaming Pool) and the full Streaming Pool being around ~3.3 GB.
- —Aspect Ratio SettingsAdded extra viewing modes that were previously on a hidden * key bind and were only known to developers.
—General Cleanup: The game now tells you what to do if you experience motion sickness or have crash issues due to insufficient VRAM-to-resolution ratio, with the game including a guide for it.
Game Mechanics Some new features and quality of life improvements.
- —Ruined Weapon indicatorWeapons damaged beyond use now, apart from being red in inventory and quick-slot, include an X symbol so new players don’t get confused about why they can't pull their weapon out.
- —Crafting Table Item SectionsThe biggest problem we had with the crafting system is players not engaging with it early in the game, simply due to it looking like a complete clusterf*ck, aka like some inventory as opposed to a sectioned thing where you know where to search for weapons, ammo, materials, etc. Now we've made it so it's actually usable for new players.
—Healing Items in slots: Now this allows you to store and use healing items from your weapon slots instantaneously, as before, if you were low on HP mid-fight, you were left for dead unless you could somehow break the enemy's line of sight for a moment to open your backpack to heal.
Tweaks to AI and Entities and Economy Game has been made slightly easier in the Middle section of Poolrooms, especially after activating the generator, since before you basically had no chance of fighting the 3+ enemies in front of your save room (Trader's Den).
Trader Path 1-2 is now actually playable and not just a game on ultra hardcore mode because you picked the wrong dialogue option.
With all the other fixes and improvements to AI, we managed to make the experience less hectic from bugs and issues we had before.
Extra Achievements are added to the game.
Fixes
Trigger Volumes for slowing player down have been removed (Outdoors Forest Level)
Almond Water Now gives sanity
Poolrooms Puzzle reward chest respawning items after save
Unloading a mag into full INV doesn’t make it disappear until next save like before
Movement speed not resetting to normal after Speed Volumes and Concussion
Trader trade exploits fixed
Entity 6 AOE nerf
Single shot shotgun animation fixes on Old Poolrooms
VHS save loading screen fix
Flare gun flare model being a giant ball now fixed to be a realistic model
Many minor fixes for save system
Trader scuffed movement bug fixed
Dialogue
Source
Changelog.gg summarizes and formats this update. How we read updates.
