In this update3
Full notes
Full Outpost Delta update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- UI and audio
- Balance
- Fixes
- Gameplay
- Performance
Outpost Delta changes
The first post-launch update for Outpost Delta is now live! This update includes a new map to help players navigate the environment, a new record log to read all communications, new boss fight music, and improvements to levels.
Outpost Delta 1.0.3. Update Notes
New Features
The pause menu has been replaced with a new UI that includes a large level map and a history of recent communications.
The mini-map now shows the doors on the level.
Level and balance updates
The exit sequence from Engineering Annex is a little easier now.
The Drid multiple-shot attack fires one fewer round per volley.
One vent in Engineering is a little easier to access.
The lasers when entering Engineering Annex are a little slower to make that section slightly easier.
Engineering Annex now has a recharge console by the first terminal.
Engineering Annex pits now have some additional boxes so Delta doesn't get stuck when falling in before acquiring the magnetic boots.
Engineering has some additional surfaces for magnetic boots to help prevent getting stuck.
Updated the starting level to reduce the chance of getting stuck by going back to the beginning of the level.
Added some refuel and recharge consoles to the starting area.
Bug fixes
Fixed a few level objects that were incorrectly nested in other objects, making them not work correctly.
The door on floor 6 for an elevator in Engineering now opens when the elevator is on the floor instead of when something is near the door.
Doors in general save and restore their initial state better instead of starting open and all closing at the start of the level.
Magnetic boots now work better when activated while riding elevators that pass metallic walls.
Running off the end of a metal strip while wearing mag boots turns into a short jump. This helps keep it from thrashing when running off the top of a strip.
Exit doors now correctly turn on their interaction when their power comes on instead of requiring Delta to move away and back to trigger the interaction prompt.
Window art is updated to look more like windows.
Boss fights now correctly start the boss fight music.
The jetpack low/critical warning now only displays when using the jetpack.
Boxes marked with "X" can no longer be shoved around by Drid.
Menus should no longer sometimes show multiple highlighted items.
Longer communication text now automatically extends how long it stays on-screen.
Aiming straight up/down is now improved.
Corrected a typo in the word "Français" in the language menu.
Drid are somewhat smarter about firing over boxes now.
The laser tool no longer shoots through doors in some areas.
Fixed the power state of a few elevators in the Hangar.
Armory performance is improved.
The "Game Over" menu is wider so it fits the text in some languages.
Source
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