In this update10
Full notes
Full Blackout - Early Access update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello, welcome back to another Art Update! This update focuses on the Environment of Blackout. Ranging from the flooring of the Temple to the outside Blackout encasing the world, many changes & additions have been made for a more immersive experience.
What changed
- Performance
- Gameplay
- UI and audio
Blackout - Early Access changes
Environmental Changes | Optimizations | Extras | Next Update
Environmental Changes:
Temple Area Visuals
Finalized Textures and Models
Added Reactive Lighting
Updated General Lighting
Changed Collisions & Rendering of some Objects
Moved Temple Gates to align with the Building Shape
Added a few hidden references in and outside the Temple
Temple Area Playspace
Removed all Invisible Walls
Added connecting Catwalks on all sides (exterior)
Added new Grenade Jump platforms (exterior)
Updated Stair and Railing collisions to allow easy vaulting on/off them (exterior)
Temple Gates now align on opposite sides of the Temple for easier traversal (interior)
Reduced locations where the player could get stuck (interior/exterior)
The Blackout
Introducing the 'Blackout', the birthplace of familiar foes
If the player touches a part of the Blackout they are instantly killed
Found on the exterior of the Main Walls, spans the perimeter of the Playable Space
Ambient Fog
Fog no longer gets removed when facing West
Increased the density of the Fog
Fog is now reactive (more of this coming next update)
Skybox
Darkened Global Skybox & Skylight
Removed the Giant Statues from the Sky
Fortune Teller
New Visuals
Updated Animations
Bugfixes
Optimizations:
Changed Lighting in most scenarios from Light Sources to Emissive Textures
Light Sources are only enabled once an Area is Unlocked
Removed the Landscape & out-of-bounds Objects from Navigation Mesh calculations
Removed out-of-bounds Objects & Lights never seen by Players
Internal Benchmarks are showing a 10-20FPS increase on average from last Update
Much more optimizations coming in the next Update
Extras:
Added Bullet Holes onto Enemies Hit
Sped up some Main Menu animations
Next Update:
Next Update is mostly focused on the UI side of the Project. This ranges anywhere from replacing placeholder images in the UI to complete overhauls to how the UI functions & renders for optimization reasons.
The final two Interactable Machines (Perktronix and Arsenal Ascender) are getting their final models, visuals, sfx, and animations added with some key updates to the Arsenal Ascender.
More General QoL Changes and Optimizations
Update & Post made by: Vojmir in collaboration with Derek Douglas, Andy Cai, and Mhyra Vergaray
Source
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