Full notes
Full Biolum update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Balance
This update is mostly about discussing environment layout and timing. Creatures, bioluminescence and vegetation layers are disabled by default (can be reenabled by ingame menu and shortcuts). Because of the emptiness and darkness (torchlight is disabled too) there is a temporarily global light added for better visibility.
It adds also a fogcontroller based on splineposition to get a unique look for every place.
Fixes
Fish swarm is affected by player forcefield again
Tunnels have vegetation now (if you toggle it)
Assets with correct assigned materials and lighting
Scanners are lot of slower now
Scanners are more quiet now
Changes
Temporary deactivated vegetation / creatures / biolumiscenes for performance reasons
You can toggle it with pressing "c", "v", "b" on the keyboard or via ingame VR menu (left grip)
Added advanced fps (toggle with "F5")
Torchlight is deactivated
Preanimated glimmung is replaced with freezed glimmung on a editable and scaleable path on Fauns v6
Fog is controlled via path
Entrance tunnel is less steep
Torchlight related dialogue is deactivated
There is temporary a brighter ambient light for better visibility of environments
The rail fades in and fade out when prompted in the screenplay, first a short tutorial rail, then the "final", longer rail
The rail fade off once we've arrived at the Glimmung Nest
Some light portals are removed
New environment props at Glimmungs Den
Scanners orb is no orb anymore and is send out directly from suit
Scanners have reduced speed and fade out
The scan effects closer to the player. It fade off from ~5m to ~80m
Player movement is bound on dialogue triggers
Movement speed is adjusted on spline now
Added Rattail v4 from Fauns
Known Issues
Black Smoker particles still have visibility issues
Source
Changelog.gg summarizes and formats this update. How we read updates.
