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Steam News4 April 20206y ago

Dement Update 0.4.2.6

VISUALS Added CTAA - No more aliasing and specular highlight flicker. CTAA will be enabled by default, and Dynamic Resolution will be disabled.

Full notes

Full Dement update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes10 additions7 changes1 removal
  • Performance
  • Gameplay
  • Balance
  • UI and audio
  • Fixes
addedAdded CTAA - No more aliasing and specular highlight flicker. CTAA will be enabled by default, and Dynamic Resolution will be disabled. If, however, you prefer supersampling and dynamic resolution, the options are still there. CTAA and Dynamic Resolution can be used together, but some flickering may occur when resolution changes.
addedAmbient Occlusion options expanded - Ground Truth Ambient Occlusion (the AO solution that was used at launch) has been added back in, but is incompatible with Dynamic Resolution. You may now choose whether to use GTAO or Unity AO (the AO solution that has been used since Dynamic Resolution was introduced). Enabling Dynamic Resolution while GTAO is enabled will disable GTAO and switch to Unity AO instead.
changedMale sunken visuals and animation updated.
changedGAMEPLAY
changedItem and enemy respawns have been adjusted to a time based system. SEE NOTE 1. Wristwatch - track your play time, distance ran, health, stamina, remaining ammo, and applicable durability.
addedAdded new item drops for dead enemies.

Dement changes

addedAdded CTAA - No more aliasing and specular highlight flicker. CTAA will be enabled by default, and Dynamic Resolution will be disabled. If, however, you prefer supersampling and dynamic resolution, the options are still there. CTAA and Dynamic Resolution can be used together, but some flickering may occur when resolution changes.
addedAmbient Occlusion options expanded - Ground Truth Ambient Occlusion (the AO solution that was used at launch) has been added back in, but is incompatible with Dynamic Resolution. You may now choose whether to use GTAO or Unity AO (the AO solution that has been used since Dynamic Resolution was introduced). Enabling Dynamic Resolution while GTAO is enabled will disable GTAO and switch to Unity AO instead.
changedMale sunken visuals and animation updated.
changedGAMEPLAY
changedItem and enemy respawns have been adjusted to a time based system. SEE NOTE 1. Wristwatch - track your play time, distance ran, health, stamina, remaining ammo, and applicable durability.

VISUALS

  • Added CTAA - No more aliasing and specular highlight flicker. CTAA will be enabled by default, and Dynamic Resolution will be disabled. If, however, you prefer supersampling and dynamic resolution, the options are still there. CTAA and Dynamic Resolution can be used together, but some flickering may occur when resolution changes.

  • Ambient Occlusion options expanded - Ground Truth Ambient Occlusion (the AO solution that was used at launch) has been added back in, but is incompatible with Dynamic Resolution. You may now choose whether to use GTAO or Unity AO (the AO solution that has been used since Dynamic Resolution was introduced). Enabling Dynamic Resolution while GTAO is enabled will disable GTAO and switch to Unity AO instead.

  • Gamma Correction - The toggle has been replaced by a slider. It is recommended Vive and Vive Pro headsets leave this maxed, but users of other headsets should probably turn it down. While the image in the headset will seem to get darker, the view on the monitor will just get slightly higher contrast - in other words, it's now possible to stream/record while also getting a good image in the headset.

  • Male sunken visuals and animation updated.

  • Enemy reactions to getting hit or shot have been redone (no more shooting feet through the floor) and enhanced (much more noticeable).

  • Blood has been altered to look less like red paint.

GAMEPLAY

  • Item and enemy respawns have been adjusted to a time based system. SEE NOTE 1. Wristwatch - track your play time, distance ran, health, stamina, remaining ammo, and applicable durability.

  • Added new item drops for dead enemies.

  • New items and enemies added to Twin Elms Apt. depending on current chapter. Other areas will get this treatment in the next update.

  • World space holsters for primary and secondary weapons. SEE NOTE 2.

  • Crouch toggling.

  • Climbing reworked - subtle differences, but should be more comfortable than it was before.

  • Septic Wretch buff - no longer staggers.

  • New enemy variant - bulletproof. Bulletproof versions of enemies can only be defeated with blunt impact style weapons, such as the pipe or crowbar. Explosions will not harm them, though stun and grenades are still effective. Capturing a bulletproof variant for the Apostates will have its bulletproof status stripped for fighting in the fight club. They are metallic in appearance. If you attack them with an ineffective weapon, Richard will remind you of what you need to do. Don't continue to shoot them too much or he might get frustrated ;)

  • Added world space text to phone voicemail in prologue to make checking the voicemail not such a vague task.

  • Tutorial is reworked slightly to have less walls of text. Sprinting controls are much clearer now with an animated visual representation.

CONTROLS

  • Updated SteamVR Plugin to support the new input system.

  • Control for swapping between primary and secondary weapons removed in favor of the new holsters.

  • Interactions - grabbing objects still uses grip; grabbing items while the hand is in the pinch pose will use the trigger.

  • Firearm slide release is now on the trigger.

  • Vive - Snap turning has come to Vive controllers, as well as crouch toggling.

  • Oculus Touch and Index - A new button for equipping/unequipping the flashlight has been added. Vive Wands will continue to use the old "hold the power button while turning off to put away" method.

FIXES / MINOR ADJUSTMENTS

  • Fixed Praesidium members with handguns not activating their lights when aiming.

  • Fixed some NPC on NPC combat interactions - for example, melee wielding Praesidium members are now able to get into attack range when facing a knuckle dragger.

  • Bullet impacts to flesh and the environment can be heard now.

  • Enemies can now turn to look at you even when you're perfectly behind them. What a treat, huh?

  • Various smaller bug fixes.

  • Various visual changes.

Note 1: Enemies and items that respawn previously had about a 5 percent chance to respawn. Now, they will not respawn for 30 in-game minutes, followed by a period of their previous percent chance to respawn behavior for an hour and a half. 2 hours after being picked up/killed (respectively), they are guaranteed to respawn. To compensate for the lack of this new system on old saves, the timer for all previously picked up items and defeated enemies will be set to 75 minutes - meaning items/enemies will use a percent chance to respawn for 45 minutes before guaranteed respawn. However, if you have reached the end of Chapter 4, the timer will be set to two hours - meaning all relevant items and enemies will respawn.

Note 2: Weapons now have 3 possible states: in hand, holster, or inventory. Picking up a new weapon with an empty hand will assign it as equipped. Place the weapon in a holster to assign it to such. If the holster was already occupied, it will trade places with that weapon. Picking up a new weapon with a weapon in hand will try to assign it to either holster, but if they're already occupied it will be sent to the inventory. Holsters are on your left and right hip, and a weapon can be sent to the inventory by holstering it over either shoulder (or behind the head).

Source

Steam News / 4 April 2020

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