Full notes
Full Reality Break update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Performance
- UI and audio
- Maps
- Balance
Reality Break hotfix v1.1.2.1 has gone live.
Dev notes: As mentioned in the v1.1.2 announcement event, there were several improvements that didn't make it in time for the 1-year anniversary build. These have now been implemented. Enjoy!
Performance
Implemented a Projectile Consolidation system to improve performance of effects that create extra projectiles, such as Twin Bolt, Multi-shot, and Barrage:
If more than 10 projectiles would be spawned from a single shot, the extras will be rolled into the existing ones as a multiplier, and those projectile visuals will be cloned to match their multiplier count.
On-impact abilities will activate multiple times from a consolidated multi-projectile's impact.
The threshold for consolidation can be reduced to 1 for extreme performance gain at the cost of more visual artifacts (since the cloned visuals aren't real projectiles). All settings are near the bottom of `Reality Break_Data\\StreamingAssets\\Proto\\Settings\\GameSettings.xml` within the game's install hierarchy.
Optimized firing projectiles at increasing Haste levels using a log curve for true haste and funneling the excess damage and procs into the Projectile Consolidation system described above.
Amortized damage effects of Plasmic Funneler and Kanbor Stunner across multiple frames, and reduced the max targets they can hit per frame to 1.
Fixed Rampage UI tweens getting updated and recycled unnecessarily frequently during heavy combat.
Preallocate more instances of ships, projectiles, UI flyouts, world drops and their labels, and reduce how many are auto-added at once when their pools run dry.
Added elite destruction add-on fx to pooling, reducing hitches when destroying elites.
Added a hard limit on spawning most entity effects (variable per effect); can be toggled via EntityEffectsEnablePoolingHardLimit in GameSettings.xml.
Amortized world equipment loot drop item comparison delta indicator calculation over multiple frames.
Reduced WorldDropMaxSpawnsPerUpdate in GameSettings.xml from 5 to 3 since this can flare up frame times if large quantities of enemies are being destroyed per second. You can decrease this further to increase performance when lots of loot is dropping at once.
Reduced delay before various flyouts (damage, pickup, etc) despawn back into the object pool.
Reduced despawn delay for player ship tractor beam fx, increasing its pooling reuse.
Fixed currency and resource drops not auto-despawning back into the object pool, meaning that they were always created from scratch.
Converted "entity health > 0" conditions to new "entity is alive" condition type so it doesn't have to go through the stat system, e.g. when finding Attack Chain bounce targets, substantially speeding up certain mechanics.
Loot dropped in space now checks whether it should be collected every few frames round robin, with a staggered auto-collect delay, which reduces physics pressure on the looting system.
Disabled light probes on a few prefabs.
Balance
The Chaos Vortex has been redesigned:
The RP reward now scales with the number of enemy ships you've destroyed.
You start with a 60 second time limit, and every enemy ship you destroy extends that limit by 1 second.
In addition, enemies now automatically target you and approach, no matter how far from you they are.
If there are only a few enemies active, the next spawn wave is substantially accelerated.
Save games that have a recorded Chaos Vortex time will convert this time to enemies destroyed 1:1.
Existing enemies auto-upgrade their levels 10% toward the current map level ~5 times per second.
Quality of Life
Player Skills can now be set to Auto-Activate when they finish their cooldown:
Press and hold the corresponding Skill activation button to toggle this on/off for that Skill.
On mouse+keyboard, you can additionally toggle a Skill by pressing Alt+ or by right-clicking on the Skill's action slot.
Skills that auto-activate do not trigger the brief bullet time slo-mo activation effect.
Pilot Skill cooldowns now reset when jumping into a sector.
Bug fixes
fixed "The Onslaught" Epic Swarmer applying its debuff to allied targets on impact
fixed ship dialog info area Haste readout showing "+-X%" if it was brought below 100% due to a region buff
fixed Pilot Skill action slot visual bug where the on cooldown error message would fly out when toggling Auto-Activate via input hold
fixed several instances of ship dialog text being too small at ultra high resolutions
fixed ship dialog stat details tooltips blinking out immediately
Source
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