In this update1
Full notes
Full NeverBound update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- Performance
- UI and audio
- Gameplay
- Maps
- Fixes
NeverBound changes
Previous changelogs on can be viewed on our Discord announcements channel, as well as on our website . We would like to thank all of our current users for their continuous support and feedback. In addition to the updates outlined in this changelog, we have been continuously working on developing new levels and game modes. However, in order to enable us to create new content in quicker iterations both now and in the future, we took the time to rework our game mode system in order to make it much simpler to create new modes to accompany new levels. Due to the complexity of this task, those changes did not make it into this update. Rest assured, in the next few weeks we will be pushing out a content patch that will contain all of these major content updates (as well as other updates and bug fixes). We are excited to show you what we have in store! In the meantime, you can enjoy the teasers below ;)
A note to WMR users:
We are aware that there are various rendering issues that occur when playing our game using some WMR headsets. These bugs appear to have been resolved in Unreal Engine 4.19, and we were hoping to update our game for this patch. However, when we upgraded to UE 4.19, we encountered a number of game-breaking bugs that prevented us from being able to incorporate it into this update. We are actively working on this and apologize for the inconvenience. We appreciate your patience and hope we can get the update out to you soon.
New Features
Updated Menu System
We have updated our menu system to be more intuitive and user-friendly!
This includes
Re-implementing the UI and functionality of the menu system.
Increasing the size of various checkboxes / highlighting text to make it easier to know what checkbox/dropdown/options are related to what text.
Separating the introductory level into two main menu items: one including the tutorial, and one beginning with the combat. This is so that players who wish to replay the first level without having to repeat the tutorial can easily do so (this option was previously hidden deep in the Game Options menu).
Added Touch to Move Locomotion!
Instead of requiring HTC Vive players to press down on the touchpad for locomotion, they simply have to place their finger on the touchpad to move.
The previous functionality (i.e. “Press to Move” locomotion) can still be enabled via the Options menu.
This is now the default option for locomotion.
Added Steam Leaderboards!
Players’ scores will now be uploaded to a Steam leaderboard when they complete a game.
In addition, a leaderboard will be displayed to the player in the end-game menu showing them the top 5 leaderboard entries, as well as 5 entries beginning from the player’s rank.
This currently only applies to the Blitz game mode.
Minor Updates
Added force feedback effects when the player’s hands highlight a grabbable object and when their hands enter a holder (e.g. the holsters at the player’s waist, battery charging stations, payload battery slots, etc.), either with an object in their hand, with an object in the holder, or both.
Added Oculus Dash support.
Oculus users running Rift Core 2.0 will be able to experience Oculus Dash support.
When the Oculus Dash button is pressed, or when the headset is removed, the game will automatically be paused, and the Dash UI will appear overlaid on the game environment (instead of being displayed in an empty room similar to the previous Universal Menu).
Updated the hint system to attach the displayed controllers to the player’s hands in order to make it more clear to the player where to look.
Also made the arms and any held objects become holographic when this occurs in order to prevent them from hiding the controller.
Decreased the reaction time of sentinels, making them much more hostile.
Slightly decreased the odds of Sentinels to stop firing and go to cover if shot. Again, making them even more hostile.
Bug Fixes
Fixed a bug that was preventing players from falling off of the map when walking onto the catwalk at the end of the introductory level.
In the Game Options menu, the vignette intensity slider would reset to its default value every time the menu was opened. The slider is now set to the previously selected value each time the menu is opened.
Force feedback for firing weapons would stop if the player began firing immediately after the weapon reached their hand. This is no longer the case; the force feedback should continue even if the player begins firing as soon as the weapon enters their hand.
Fixed a bug that was causing the regeneration of the maximum distance reachable via dashing to be slowed by time dilation. Dash should now always regenerate at the same rate regardless of whether or not time has been slowed down.
Fixed a bug that was causing fragments of exploded canisters to block the player from dashing.
Fixed a bug that was causing the fade-in/fade-out effect of the Blitz score menu to be affected by time dilation. The menu should now appear/disappear at the same speed regardless of whether or not time has been slowed down.
Fixed a bug that was preventing the energy shield from becoming increasingly red as it took damage. It should now be much more apparent to the player that the shield is breaking.
Fixed a bug that was causing the menu pointer from being clipped by walls in the game environment, making it difficult to select menu items. The pointer should now always be visible no matter what.
Turrets are no longer able to shoot the player through the windows in Blitz.
Turrets will no longer rotate 360 degrees when they are in a corner. Instead they will only rotate until the wall (This will make turrets notice you much more quickly).
Fixed a bug that caused the payload’s projector to get stuck displaying the “Thank You” message if it was given a full battery while hacking a door.
Sentinels are now much healthier. We’ve decreased the odds of Sentinels coughing / sighing / saying “all clear” to every 1 to 5 minutes. Up from 20 seconds to 1 minute.
Known Issues
Line indicators on weapons in some weapon racks are incorrectly oriented.
Performance hitches:
Due to the amount of enemies that are present when the player survives for a long period of time in Blitz game mode, it is possible that they experience performance hitches.
We are actively looking into this and attempting to make improvements to performance in general.
Sentinel body parts occasionally get stuck in walls/floors.
Shield doesn’t block incoming fire if held too close to the player’s body.
Sentinels do not always successfully navigate over shift ramps.
Drones spawn too often in Blitz.
Sniper needs a visual cue when it is out of ammo.
Cannot see pistol overheat flames when the pistol is too close to the player’s face.
Pausing and resuming the game while holding a Gravity Slam Gun will cause it to fire.
Turret fire and footsteps interfere with music.
Dead elite sentinels’ shields regenerate.
Pressing the Friends and Global leaderboard buttons immediately after one another will cause both tables to appear one after the other.
Source
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