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Steam News2 May 201610y ago

May 2, 2016 - Patch #1

Hey everyone! Finally! This patch is live. Sorry for the delays. We'll be better at predicting the unpredictable in the future!

Full notes

Full Light Repair Team #4 update

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

Repeated intro

Hey everyone! Finally! This patch is live. Sorry for the delays. We'll be better at predicting the unpredictable in the future! You can read about the reasoning is behind the patch notes (and patch delay) in Dev Blog 2 and Dev Blog 3 . This weeks Dev log is the patch notes, and they're a day early! We're really spoiling you now.

Backend Code rewrite

As mentioned in the previous blogs, we needed to rewrite the back end code of Light Repair Team #4 so that we don't completely pull our hair out adding new features and mechanics in the future. As such, the patch notes will look lite (pun intended), but the implications of the patch are large. You won't see many of the changes, but there are visual improvements to the game that we have added as part of a second (third? fourth?) polish pass. Noah did a kick-ass job on it.

Mechanics

What changed

0 fixes5 additions9 changes0 removals
  • Gameplay
  • UI and audio
addedHey everyone! Finally! This patch is live. Sorry for the delays. We'll be better at predicting the unpredictable in the future! You can read about the reasoning is behind the patch notes (and patch delay) in Dev Blog 2 and Dev Blog 3 . This weeks Dev log is the patch notes, and they're a day early! We're really spoiling you now. Backend Code rewrite: As mentioned in the previous blogs, we needed to rewrite the back end code of Light Repair Team #4 so that we don't completely pull our hair out adding new features and mechanics in the future. As such, the patch notes will look lite (pun intended), but the implications of the patch are large. You won't see many of the changes, but there are visual improvements to the game that we have added as part of a second (third? fourth?) polish pass. Noah did a kick-ass job on it. Mechanics:
addedTo pick up objects with the new controllers, overlap the sphere (isodecahedran, technically) ontop of the controllers with what you'd like to pick up, and pull the trigger.
changedControllers will now shake less if the players hand is not steady.
changedPressing application button will take you back to the menu hub, pressing escape will have you quit from the game. This has not changed, from the previous version, but I'm going to say it anyways to make it clearer.
changedAll puzzles now end quicker than before. Buildings still light up when puzzle is completed.
addedVarious mirrors have been adjusted to reflect (literally) the new backend code changes. This has affected some puzzles difficulty. We will be monitoring this over the coming weeks for bugs or polishing.

Light Repair Team #4 changes

addedHey everyone! Finally! This patch is live. Sorry for the delays. We'll be better at predicting the unpredictable in the future! You can read about the reasoning is behind the patch notes (and patch delay) in Dev Blog 2 and Dev Blog 3 . This weeks Dev log is the patch notes, and they're a day early! We're really spoiling you now. Backend Code rewrite: As mentioned in the previous blogs, we needed to rewrite the back end code of Light Repair Team #4 so that we don't completely pull our hair out adding new features and mechanics in the future. As such, the patch notes will look lite (pun intended), but the implications of the patch are large. You won't see many of the changes, but there are visual improvements to the game that we have added as part of a second (third? fourth?) polish pass. Noah did a kick-ass job on it. Mechanics:
addedTo pick up objects with the new controllers, overlap the sphere (isodecahedran, technically) ontop of the controllers with what you'd like to pick up, and pull the trigger.
changedControllers will now shake less if the players hand is not steady.
changedPressing application button will take you back to the menu hub, pressing escape will have you quit from the game. This has not changed, from the previous version, but I'm going to say it anyways to make it clearer.
changedAll puzzles now end quicker than before. Buildings still light up when puzzle is completed.
  • The entire back end code has been rewritten to allow for future expansion of content, features and mechanics.

  • Prisms now glow the color they are splitting

  • Lens now show the beams of light that are shining on them inside the lens.

  • All hit-to-freeze sliders are now standardized to be frozen for 10s when a beam leaves their receiver. They will remain frozen while a beam is hitting their receiver. The 10s countdown begins when the beam leaves the receiver.

  • Receivers now glow brighter when a successful connection has been made, in addition to sparking

  • Beams are now brighter, vibrant and less opaque. Their colors are more accurately represented

  • Orange is now oranger and is less yellow than before.

Player Controller:

  • We've rewritten the controllers to be smoother, literally.

  • To pick up objects with the new controllers, overlap the sphere (isodecahedran, technically) ontop of the controllers with what you'd like to pick up, and pull the trigger.

  • Controllers will now shake less if the players hand is not steady.

  • Pressing application button will take you back to the menu hub, pressing escape will have you quit from the game. This has not changed, from the previous version, but I'm going to say it anyways to make it clearer.

Puzzle polish:

  • All puzzles now end quicker than before. Buildings still light up when puzzle is completed.

  • Various mirrors have been adjusted to reflect (literally) the new backend code changes. This has affected some puzzles difficulty. We will be monitoring this over the coming weeks for bugs or polishing.

Puzzle #3

  • Adjusted the puzzle to better show how lenses work

  • Changed combined color from Purple to Orange

  • Added a yellow and red receiver to connect to show proper differentiation between Red, Yellow and Orange.

Puzzle #7

  • Added a visual indicator to draw the players attention to a receiver.

Puzzle #11

  • Changed the slider to be a freeze-on-hit style of slider, rather than an hit-to-move style.

Puzzle #14

  • Lowered the height of a crate to make it easier to move the slider (this should help people who are vertically challenged).

Puzzle #22

  • Adjusted detailing to better hint at some new positions needed.

Puzzle #25

  • Changed an auto-mover slider to a standard hit-to-move slider.

Fixes:

  • Sliders will now behave better when trying to move them.

Thats all for now. If you find any bugs (which there will probably be some!),

Source

Steam News / 2 May 2016

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