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Steam News26 July 20196y ago

Chapter Two - Calliope Now Available

The second chapter of Reventa is now public! The update is ~1.0gb and adds plenty of new content and bugfixes. The major changes are listed below: Updated to Unreal Engine 4.22.

Full notes

Full Reventa update

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

What changed

7 fixes10 additions11 changes1 removal
  • Gameplay
  • UI and audio
  • Maps
  • Performance
  • Balance
  • Fixes
addedThe second chapter of Reventa is now public! The update is ~1.0gb and adds plenty of new content and bugfixes. The major changes are listed below:
changedUpdated to Unreal Engine 4.22.3
addedAdded new Boss: Calliope
addedAdded 12 new codex entries
addedAdded 4 new music tracks
addedAdded new map: Lab_Level2
Camera gain1.21.0Camera gain decreased, nerf

Reventa changes

addedThe second chapter of Reventa is now public! The update is ~1.0gb and adds plenty of new content and bugfixes. The major changes are listed below:
changedUpdated to Unreal Engine 4.22.3
addedAdded new Boss: Calliope
addedAdded 12 new codex entries
addedAdded 4 new music tracks

The second chapter of Reventa is now public! The update is ~1.0gb and adds plenty of new content and bugfixes. The major changes are listed below:

  • Updated to Unreal Engine 4.22.3

  • Unlocked: Chapter Two

  • Added new Boss: Calliope

  • Unlocked: Memento Mori - Calliope

  • Added 12 new codex entries

  • Added 4 new music tracks

  • Added new map: Lab_Level2

  • Added new enemy: Lotus Eater Priest

  • Added new mechanic: Hardsuit equipment

  • Added new mechanic: Enemy resurrection

  • Added new mechanic: Enemy healing

  • Added LODs with selective bone reduction for all characters to improve performance.

  • Camera gain has been adjusted from 1.2 to 1.0, reducing color wash-out in brightly lit scenes but may cause the game to appear too dark for users that have lowered brightness settings.

  • Dead bodies no longer check for overlap with moving characters beyond a small radius to improve performance.

  • All physics use sub-stepping for better accuracy. This should reduce instances of interpenetration and ensure smoother movement.

  • Adjusted mass across all characters and physically reactive objects. This should result in less exaggerated (but still cool) interactions.

  • Fixed Terpsichore sometimes colliding with her weapons.

  • Fixed incorrect drop percentage displayed when a boss drops a guranteed item in the event all rolls for all items on the drop table fail.

  • Fixed sometimes getting multiple drops for a single kill.

  • Fixed Blue not triggering her ground slam animation after a Burst.

  • Changed Red dodge effect.

  • Changed Red ranged attack audio.

  • Changed Red melee attack effect.

  • Fixed enemy hit sparks being tied to the global time instead of being relative to the reference frame of the attacker. Hit sparks should no longer persist, stack, and blind players.

  • Fixed Ninjato Lotus Eaters sometimes not transitioning to run/walk animations when moving.

  • Fixed Red sometimes becoming stuck in her ready stance after a melee attack.

  • Increased splash damage range for Red melee attacks from 2 meters to 6 meters. Reduced splash damage consideration cone from 45 degrees to 30 degrees.

  • Optimized an expensive path in the aggro generation AI module to improve performance.

  • Optimized common enemy attack AI modules.

  • Common enemies will drop aggro if the player is too far away.

  • Damaged enemies will alert nearby enemies.

Source

Steam News / 26 July 2019

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