In this update3
Full notes
Full Sweet Surrender VR update
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What changed
- Performance
- Gameplay
- UI and audio
- Compatibility
- Fixes
- Server
Sweet Surrender VR changes
Since Update 10, we’ve focused our efforts on continuing to improve the stability and quality of the game. We’ve been reading player feedback and bug reports as well as addressing other issues we’ve spotted.
We have a few changes we would love to get your feedback on
Weapon Environment Collisions
You can now disable collisions between your weapons and fixed environmental objects. You can try this out in “Settings->Weapons->Environment Collisions”.
Caveats: due to historical reasons with how our levels are set up, we have to go through the whole game and make sure various objects are split up correctly on different layers. So far we’ve only implemented the Homebase and Mines but we are working through the rest of the game. We’d love to hear your thoughts. Is this a worthwhile addition to the game? Would it improve the default first-time experience for new players? Please note this new feature is still WIP, we still have a few things to implement (your hand should also pass-through, haptics are working inconsistently).
Balancing
We've made several changes to the game's balancing, hopefully for the better:
In order to make the game more friendly to new players, we’re also working on a “Trainee” mode, which basically lets you continue from the level you died in, but doesn’t include any progression, unlocks or leaderboards. This is still WIP but you’ll notice a new “Continue” button when you die.
The Sniper and Grenadier class unlock progressions have been re-balanced based on player feedback
The fuse time on the grenade launchers have been severely reduced (sticky grenade 4s -> 1s, normal grenade 3s -> 0.1s). Very curious to hear your feedback on these changes.
One-Handed Play
Sweet Surrender has been nearly playable one-handed since very early on. The only thing missing was an easy way to equip a chip on your active hand. Well, we finally achieved it. After a lot of sweat, research, and endless nights of discussions, we finally came up with an incredibly elegant solution to equip a chip on your active hand: simply pull the trigger.
I know, brilliant.
How to access the beta:
Steam - Right click on Sweet Surrender in your library, select properties > betas. Then select the “beta branch” from the list, then you should be good to go!
Oculus - On the Oculus mobile app, go to account > library > Sweet Surrender, then click on the “Version”. From there, you can select the Beta channel.
To provide beta feedback, just drop us a message in our Discord server. You will be added to the Beta testing group, where you can provide feedback/suggestions in dedicated channels!
Full Patch Notes
Improvements
New weapon-environmental collision option
Improved collision layers of all environmental and prop objects in homebase and mines
Improved weapon collision shapes
bHaptics sleeve feedback support for weapons, items and chips
- WIPnew Continue button that allows players to continue from the level they died
Decluttered derelict mineshaft rooms to reduce objects in your path
Smoothed teleport pointer estimation
Re-balanced Sniper and Grenadier class progression unlocks (should be easier to achieve)
Reduced grenade bullet fuse durations (1s for sticky grenade, 0.1s for normal grenade)
Player can now equip a chip on the hand they are holding by pulling the trigger
Door frames now have proper bullet collisions (homebase, mines, industrial)
For smooth turning, scale turning speed to joystick strength
Massively increased Sewers bridge opening speed
Added detailed logs on player actions (items pick-up, drops and uses) and VR device used
Enemy weapons now behave physically (you can shoot them)
Improved enemy AI and navmesh navigation, especially around jump pads
Boss enemy improvements
Fixes
Improved reset behavior for edge cases, better handling in slums elevator
Fixed logging issues on PC version
Regenerated meshes with reduced polycount for all homebase assets, all mines assets, all slums assets, industrial medical assets, modern city server room, sewers tiles and decorations
Fixed credits in server room
Prevent spider bots bullets from colliding with itself
Prevent spider bot-hive collisions
Fixed a handful of collision issues
Fixed a handful of null exceptions (during weapon placement, bullet particles, bullet replacement chips)
Fixed charge behavior for Big Red robot
Cleaned up various log spam
Fixed missing modifiers in mesh atlas.
Fixed shading issues on some slums meshes
Improved level generation time (by fixing null issues in room list)
Fixed occasional missing health packs in vending machines
Fixed broken health stations in occasional Mines rooms
Fixed potential Reaper class unlock issues
Source
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