Repeated intro
Hello again! We've been hard at work on new things, but in the meantime we want to send out a good 'ol bugfix update. There were some issues that needed fixed and so here's the changelog!
What changed
1 fix2 additions1 change0 removals
- Fixes
- UI and audio
- Gameplay
- Compatibility
fixedHello again! We've been hard at work on new things, but in the meantime we want to send out a good 'ol bugfix update. There were some issues that needed fixed and so here's the changelog!
addedAdded: + First-person player model + Unstuck button, returns player to their office no questions asked. + Flashlight cookie, looks less flat now + Ambiance!
addedChanged: * New flashlight models * New door prefabs, they have handles now!
changedFixed: * Having a report going when a contract ends no longer locks the game in an endless reporting state. * Performance . I could go on about this one, but long story short the game should run considerably better now. * Rendering issues! Previously, for compatibility, we offered the ability to force the game to use OpenGL. This was a mistake. OpenGL had heaps of rendering issues, and while they're mostly fixed we also have the option of offering DirectX12 instead, which is what we'll be doing. * The options screen now has descriptions for most options, giving the user a better description of what they're changing * Fixed some bugs in the resolution selector, letting it select all available resolutions instead of just some of them
Security Simulator: Nightshift changes
fixedHello again! We've been hard at work on new things, but in the meantime we want to send out a good 'ol bugfix update. There were some issues that needed fixed and so here's the changelog!
addedAdded: + First-person player model + Unstuck button, returns player to their office no questions asked. + Flashlight cookie, looks less flat now + Ambiance!
addedChanged: * New flashlight models * New door prefabs, they have handles now!
changedFixed: * Having a report going when a contract ends no longer locks the game in an endless reporting state. * Performance . I could go on about this one, but long story short the game should run considerably better now. * Rendering issues! Previously, for compatibility, we offered the ability to force the game to use OpenGL. This was a mistake. OpenGL had heaps of rendering issues, and while they're mostly fixed we also have the option of offering DirectX12 instead, which is what we'll be doing. * The options screen now has descriptions for most options, giving the user a better description of what they're changing * Fixed some bugs in the resolution selector, letting it select all available resolutions instead of just some of them
Added: + First-person player model + Unstuck button, returns player to their office no questions asked. + Flashlight cookie, looks less flat now + Ambiance!
Changed: * New flashlight models * New door prefabs, they have handles now!
Fixed: * Having a report going when a contract ends no longer locks the game in an endless reporting state. * Performance. I could go on about this one, but long story short the game should run considerably better now. * Rendering issues! Previously, for compatibility, we offered the ability to force the game to use OpenGL. This was a mistake. OpenGL had heaps of rendering issues, and while they're mostly fixed we also have the option of offering DirectX12 instead, which is what we'll be doing. * The options screen now has descriptions for most options, giving the user a better description of what they're changing * Fixed some bugs in the resolution selector, letting it select all available resolutions instead of just some of them