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Steam News10 May 20242y ago

2nd Beta Preview - Update 10

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.

Full notes

Full Sweet Surrender VR update

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

What changed

10 fixes4 additions11 changes2 removals
  • Compatibility
  • Gameplay
  • Maps
  • UI and audio
  • Performance
  • Fixes
addedDear 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.
addedA 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.
addedNew 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.
changedNew Features and Improvements:Player is now reset if they fall out of the map. This should hopefully fix a large source of frustrations.
addedNew Features and Improvements:New "Unstuck" button in pause menu, which will reset you to the start of the level
changedNew Features and Improvements:Improved chip and weapon tool tips in homebase

Sweet Surrender VR changes

addedDear 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.
addedA 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.
addedNew 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.
changedPlayer is now reset if they fall out of the map. This should hopefully fix a large source of frustrations.
addedNew "Unstuck" button in pause menu, which will reset you to the start of the level

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

Steam News / 10 May 2024

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