Full notes
Full CONSORTIUM VR update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
Many VR fixes, finishing touches, various critical fixes, major Steamdeck support improvements, VT levels finished and more. This is an early “release candidate”. All that remains: further testing, fixing bugs and important polish.
We would love any and all gameplay feedback for the newly updated (possibly finished?) civilian defense VT scenarios. Updates include major improvements to civilian AI. Hop into our Discord, post here or send us feedback via the in-game bug reporter.
IMPROVEMENTS:
-Setup controller image screens with labels for deck, xbox, oculus, and index. -Hooked up radar charts to the end game career record. -Split incapping beam sounds between incap and healing - healing now has a sound that is in sync with the time it takes to heal things. -Adding impulse now from the CEAR laser so you can push people with it -Radial damage is now properly calculated -Friendly fire lock check has returned! Supports VR as well now. -Fixed radial damage against shielded enemies not orientating the shield mesh in the right direction -Finished/Fixed VT “Death Gauntlet” example level with built in editor - 10 soldiers and 6 civies total. Now with patrol nodes. Tuned and tweak for fun - I think it's a neat little "puzzle" level now. -Skin will now show gore if damaged by bullets fire -Shock grenades now do way less stamina damage per blast - result is more instances of "enemies temporarily shocked" rather than straight to unconciousness. -Frag grenades now do way more stamina damage and less health per blast - now, shielded combatants (even just 1 strommon shield) will still be alive after one frag grenade, BUT they will likely be knocked unconscious unless heavily shielded. -Polished frag grenade and shock grenade explosion sound cues -The player can now recycle grenades, but you have to be quick! -Zenlil Core “broken” sound polish -5 new lounge screens added to the rotation. -improvements to the physics ragdoll bodies. Less spring when ragdolling them in different downed poses. It is pretty hard to fix overall because the animation forces the body to intersect the ground at several points and the physics engine trys to de-penetrate those bodies when ragdolled. -VT Civilian Defense 2: New time based leaderboard score modifier calculated when level ends successfully. Score gets boost if the VIP is saved in 15 minutes or less. Largest boost: if completed in 50 seconds or under (can you do it?)
VR fixes and improvements: -virtual desktop XR runtime support -fixed missing controller icons for VR (tutorial video and message board) -tutorial videos play with time dilation for VR and paused for non-VR. Pausing breaks so many things in VR unfortunately… -disabling oculus OpenXR plugin in PC packages. This should fix the issues with running in steam. -ditched buggy HP mixed reality controller plugin… (note: game still supports HP mixed reality headsets/controllers, this plugin has simply been deprecated). -fixed controller button highlighting showing in VR mode -fixed not being able to get back to the main menu in VR using Oculus Link through SteamVR -VR controller text updates when you switch from left handed to right handed -Bishop menu opens with the unused VR controller button
Missile Defense: -Fighter bullets hit c3800 more often now, all three C3800 shield types are triggered more often now from incoming gunfire. -Changed up kill numbers that relate to dynamic difficulty increases, changed "starting period" difficulty numbers for better initial pacing.
VT Civilian Defense 3: -Now player exit is only up top and has the animated tall tower thingy -Spawns mostly finished -New center geometry - the power or computer core
Source
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