Full notes
Full Sweet Surrender VR update
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What changed
- Compatibility
- Gameplay
- Maps
- UI and audio
- Performance
- Fixes
Sweet Surrender VR changes
Dear Beta Testers, we just pushed out a new beta with a whole bunch of improvements and bug fixes, thanks to all your feedback (Quest/Rift #1429, Steam #1428). This update has gotten kind of massive.
A full list of changes since the last beta are below, but I would draw your attention to the new graphics sliders, the new reset/unstuck functionality and the boss, which, for the first time in 3 years has seen a little love and attention. It's overall gameplay balancing has noticeably changed and we'd love feedback.
New Features and Improvements:
New Bloom Intensity and Effects Intensity sliders. Bloom Intensity controls the baseline "static" bloom strength. Effects Intensity adjusts the visual 'strength' of explosions and any other animated or dynamic effects.
Player is now reset if they fall out of the map. This should hopefully fix a large source of frustrations.
New "Unstuck" button in pause menu, which will reset you to the start of the level
Improved chip and weapon tool tips in homebase
Extra visual indicator for undiscovered chips
Increased Render Scale to 1.35 on default settings for Quest 2
Boss fight improved by fixing broken attack phases, improving visuals contrast and various smaller visual improvements
New Holster Settings Menu, unifying previously disparate options. Minor cleanups of other smaller inconsistencies. Does anyone use the horizontal offset setting?
Adjusted shotgun behavior to allow pumping if secondary hand trigger is held. Try it out, it feels quite nice
Improved the description of various weapons
Adjusted blaster chip explosions (less harsh now)
Adjusted revolver muzzle flash to avoid blocking sight lines
Improved readability of holo map with bloom active
Toned down glow of class hands
Balanced bloom on several environment assets
Performance improvements of certain rooms
Bug Fixes
Bloom no longer offsets to the right on SteamVR
Fixed list of chips in home base
Security bots no longer run out of ammo with certain weapons after one magazine (Grenade Launcher, Burst Handgun, Heavy Submachine Gun)
Fixed error when destroying an EMP'd turret
Fixed some chips (Speed Boost II/III, Overload, Overheating) not spawning in levels and unlocking properly when picked up
Fixed interaction of Blaster Chip with other chips that change bullet types (Firepower, Heavy Ammo, Acid, Mobile Malware)
Fixed already defeated (and exploded) turrets "respawning" inactive when revisiting a room
bHaptics suit works again
Hopefully fixed a possible crash for some users that may have been due to bluetooth permission
Fixed a number of null reference exception errors that had adverse side effects
Let us know what you think. Share with your friend
Thank you, The Salmi Games team
Source
Changelog.gg summarizes and formats this update. How we read updates.
