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Full notes
Full Budget Cuts update
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What changed
- Gameplay
- Maps
- Performance
- UI and audio
- Compatibility
- Fixes
Budget Cuts changes
It's that time of the year again! That's right: Patch Time!
This time we bring you a new arcade level along with a good long list of fixes and tweaks. Let's have a closer look:
New Arcade Level: Panopticon
The "designed for PSVR" arcade level known as Panopticon finally makes its debut on PC! Can you reach the gold bar in the middle?
Pave your own path as you try to reach the center of this non-linear circular map. Brute force your way forward through action and agility or take the stealthy route and sneak around those pesky supervisors - all ways are valid!
General Updates
Save Files Have Been Moved
Due to issues with some anti-virus software, save files have been moved from your "Documents" folder to "AppData"(more specifically: '%USERPROFILE%\\AppData\\LocalLow\\Neat Corporation\\Budget Cuts'). Upon first launch after updating the game will automatically move any existing save files, so just sit back, relax and play as usual.
"Pacifist" Achievement Added
Steam post image If you manage to play through the game without getting any robots killed, you'll be awarded with this achievement! Drones are excepted in the occasions when they fly into walls and accidentally kill themselves, but watch out for Supervisors accidentally shooting each other when they were aiming for you, that still counts!
Improved Stereo Rendering With Custom Shader
Some older versions of drivers for AMD graphics cards caused issues with our new optimized stereo rendering, creating an issue where only one eye was rendering correctly. To solve this we replaced all previous uses of Unity standard shaders and it should now be running smoothly.
Improved Knife Throwing
The throwing code has been updated to use a pose buffer, so that we can trace back to the accurate point in time when the player released the object. This reduces cases of objects getting launched downwards because it used to release the object a bit too late in general. It also allows us to get rid of the hack we used for throwing when using Windows Mixed Reality hardware, so now throwing is more realistic on all hardware.
Additional Changes & Tweaks
General
Ending voice volume tweaks
When restarting a level the game will only load the player's inventory so it acts like you just entered it from the previous level, for stability and consistency
Vive Cosmos controller support
Controller bindings more customizeable on Steam than previously
Built-in deadzones for smooth locomotion and turning
Performance
Reflection Probe performance boosts
Physics performance improvements
NPC animation performance improvements
Decal spawning performance improvements
Arcade Updates
General
New Arcade level "Panopticon" added (also mentioned above)
Lowered arcade score sounds
Bug Fixes
General
Valve Index hands rendering layer fixes & optimizations
Invis cheat works in ending now
Ending bugfixes
Locked doors no longer openable by pushing them with physics objects
Corrected fragment-shader stereo effects in some shaders
Data Center elevator position fixed
Shutdown elevator bugfix
NPC dead body found reaction bugfixed
Supervisor aiming at portal fix
Inventory
No more infinite stabby crystals in credits scene
"Expected" inventory items start in inventory rather than Lost&Found
Achievements
Fixed "If I can't then none of us can" achievement
Game completion related achievements bugfixes
Movement
Fixed a snap-turning related state bug resulting in soft-locks in some levels
Smooth locomotion works on rugs again
Can no longer teleport through locked vents
Source
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