Full notes
Full Escape: Sierra Leone update
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Repeated intro
Hey everyone! So some big news. June 5th marked the 6 month date since Escape: Sierra Leone hit Steam as an Early Access title. So far I'm more or less on target for a Q4 2017 full release later this year. The next update is gonna be a big one, but could easily take over a month. 0.9.0.0 is going to introduce a lot more non-hostile NPC's, more story elements, and another method of escape or two. I may have an interim update in there as well, if serious bugs are encountered, or I have pressing new features I want to push out ASAP. Thanks everyone for all the support so far, I'd like to think I've had good progress for someone working solo with two other jobs, and the feedback I've been getting has been a big part of that. At some point soon I'll be holding a contest where you can win Steam wallet cash and/or free Steam keys to give to friends in return for your feedback on a survey. Thanks again, check out the change log for the new build below.
What changed
- Gameplay
- Performance
- UI and audio
- Fixes
Escape: Sierra Leone changes
Change Log
Worked more on Operation Freetown, added new items, buildings, vegetation, etc.
Various performance tweaks and upgrades to hopefully increase the FPS.
Attempted a fix where lockpicking pins wouldn't sit correctly on re-entering the lockpicking minigame.
Changed the weapon sound attenuation curve from Logmarithic to natural. Also reduced the max range from 600M to 500M, this should make distant shots sound more realistic.
Added a loading screen for going from Op Freetown to the main game again. Now it won't just look like your game froze.
Reduced the cull distance on underwater vegetation.
Fixed a few minor grammar issues in the main menu.
Attempted a fix for a large section of cliffs that would LOD out weirdly near the north end of the island.
Added Marcin Mazurski to the credits for his help with optimization work.
Source
Changelog.gg summarizes and formats this update. How we read updates.
