In this update7
Full notes
Full Selaco update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- UI and audio
- Balance
- Fixes
- Security
Selaco changes
Hello everyone,
We're still hard at work creating the next Mega Patch, which aims to be the most significant one yet, as it adds narrative elements, significantly amps up the worldbuilding of the game and updates almost every single level.
While this is currently in the works, we've been working on a number of fixes that we wanted to patch early. This patch is not as significant as the ones we did in the past, but it’s still a good step towards making Selaco a more stable, better game. After all, why would we delay bug fixes!?
Going in!
Version 0.86g
General Improvements
Added a system that prevents floor decals from z-fighting
Added Light Effect Culling to give a slight performance boost during scenes that are heavy on lighting (e.g., multiple enemies shooting at the player)
Added precaching for animated textures to reduce potential stutters
Multiple adjustments to how UI elements are cached, aiming for more efficient memory usage
Updated an outdated texture that mentioned 'Teddy11' instead of 'Teddy13'
Added a transition effect when loading a saved game
Minor artwork revisions
Audio readability improvements for damaged Fire Extinguishers
Slightly reduced the file size, yay!
- Special CampaignSquad Leaders no longer spawn when 'Spawn Additional Squad Leaders' is disabled
Plasma Rifle
Slight increase to Damage, Magazine Capacity, and Ammo Pickup count
Added multiple Muzzle Flash variants when firing
Recolored Plasma Bolts to match the color of the Muzzle Flashes
Reduced visual clutter when firing Plasma Bolts
Added transparency to secondary crosshair elements for improved readability
Fixed some inconsistencies in Upgrade descriptions
UC-11 SMG
Shock Dart now has a small amount of Area of Effect to make landing shots easier
Fixed a bug where Shock Darts would not shock enemies when hit during a pain state
Enemy Mines
Enemy Mine Beeps are now brighter
Enemy Mine Beeps will no longer be dimmed when Dimmed Muzzle Flashes is enabled
Bug Fixes
Rain puddles no longer cause precaching issues
Toilet Paper spawns from Paper Dispensers can now be picked up
'Panic Button' upgrade no longer persists when disabled
Recovered a missing sound effect that was meant to play near ventilation shafts
Fixed a large number of crashes and stability issues
Fixed an error where Metal Shrapnel particles coming from Metal Floors would never despawn
Fixed a very stupid performance oversight with Landmines
Fixed numerous startup issues
Weapon Kits no longer show Automap Notifications when Automap Updates is turned off
Fixed Rate of Fire exploit for Elephant Rounds
Fixed an exploit where Elephant Rounds would not have any recoil
Fixed Elephant Rounds displaying incorrect stats on older Saved Games
Fixed an error where the Overblown upgrade lied about adding +3 damage
Fixed a couple of menu quirks
Fixed an error where the Grenade Launcher would be missing Display Frames when equipped shortly after loading a saved game
(Linux) Fixed Linux mouse disappearing when clicking
A few more changes are made, but unfortunately went undocumented. Sorry about that :(
Public Beta Build
I mention this often, but I think this is important and worth bringing up from time to time.
We aim to be highly transparent during the Early Access phase of the game. As such, we've added a Public Beta Branch that will always be available for use. Here, we apply updates on a weekly basis, often containing more experimental changes to the game. If you enjoy feeling more involved with the development process, feel free to join us here and give it a try!
Just be wary that there will be bugs. If VAC-Bots start multiplying and slowly start ruling over the humans, then you're having the authentic Public Beta Experience. No, this will not be canon!
Conclusion
Happy to report that everything regarding development continues to go well and there are no major obstacles to bring up. There's a lot in motion, and I'm very excited to share more with you in due time. Chapter 2 is, of course, still far away, but there's a lot to show already. Perhaps the next blog post can show some of the things we've been working on.
For the time being, here is an Anti-Armor Rocket Launcher!
Thank you for supporting our game and genuinely making Selaco even more fun to work on!
Nexxtic
Source
Changelog.gg summarizes and formats this update. How we read updates.
