What changed
0 fixes1 addition3 changes0 removals
- UI and audio
- Gameplay
- Performance
addedADDITIONS - Added a new tip indicating that you can learn skills. - A window now appears at the top of the screen with text when "In fight" on The Machina and on the interface window, to warn the player because the rest of the interface has been removed. - Projections of miasms, used as new traps, are now present in the south-western, central and central-southern underground. - 10 crystals have been added to the underground. - 5 big crystals have been added to the underground. - An FX similar to the base teleporter FX when unlocking surface and/or underground teleportation is now present on checkpoints if you have learned checkpoint to base teleportation. - A bull bar has been added to the front of the wallpass. - When the previous time trial is not finished, the next one cannot be activated. The icons on the map are now black until the previous one has been completed. - When not in night/dark night, the icon on the map of the trehium is black. - When not in dark night, the icons on the map of the dark energy condensed are black. - A new underground part has been added on the center underground. - Icons have been added above the wallpass energy gauge on the UI to give better feedback on why the vehicle loses power, due to night and dark night as it runs on solar power. - Addition of a second stock of crystals on the surface of CECLON.
changedCHANGES - Nocturnes that appear during the day will now only spawn after the first Primordial has been defeated and at least one dark night has passed. - Flashlight batteries now spawn in underground after installing the corresponding checkpoint. Previously, the checkpoint also had to be activated. - All meshes and FX of the survival station and the oxygen station have been redesigned. - A visual improvement has been achieved on water, acid and miasm baths. - In The Machina, there's now a box under the “The Machina” text and the text “Time continues to run out! [STAY ALERT]” and the various icons have been replaced. - The level-up IU icons have been moved a little higher on the screen, so as not to overlap with the critical constancy IU. - Some Nocturnes were moved and/or rotated in the underground. - It is now possible to teleport from a checkpoint to the base teleporter without having first learned to teleport from the teleporter to the checkpoint on the surface and/or underground, which had no direct connection. - The FX that appears when an antic pearl is destroyed is now less opaque. - The bosses icons not unlocked are now black, not grey. - The wallpass UI (energy, boost and damage) has been revised to be more visible. - All aggro detections of the Nocturnes hidden in the decaying miasm have been reduced by 4x their size in X and Z to reinforce the surprise effect. - The surface and underground maps on the UI have been redone. - Class 2 Nocturnes have gained 25 health. - Class 1 winged Nocturnes have gained 50 more health. - Fewer winged Nocturnes will emerge as the number of bosses drops. By default, there will be fewer. - The projectile damage of the heavy shot has been reduced by 25 by default, from 125 to 100. - Class 1 invisible crawler and class 1 winged now have a 20% chance of yielding various materials instead of 30% / 40%. - Class 1 protective critters now have a 20% chance of yielding various materials and also give 1 experience. - Protective critters have gone from 100 to 200 health. - The rotation speed of the protective critter and the primordial original was higher than other Nocturnes. Now standardized. - The health of primordial 4's (swarm layer) has been increased from 80000 to 110000. - The health of primordial 5's (the tracker) has increased from 97500 to 140000. - The name displayed on the UI of the primordial original is no longer "The queen : Primordial 5" but "The queen : Primordial original". The Primordial 5 refers to the tracker on the surface. - Moved a stimulant from one base room to another. - Winged Nocturnes damage are no longer based on the number of FPS, but linearly, they have also been slightly reduced. - Nocturne Class 1 invisible crawler grants 1 less experience. - Nocturne Class 2 grants 1 less experience at all ranks. - Nocturne Class 3 small grants 2 less experience at all ranks. - Nocturne Class 3 big grants 4 less experience at all ranks. - All Primordials (Bosses) grants 5 less experience.
changedBUG FIXES - Nocturnes could not access the survival station and the oxygen station, making the player unreachable once inside. - The last dialogue box was missing when picking up the surface map. - When a dialog / small dialog is in progress and a voice is playing, if another dialog is activated with a voice also playing, the voice of the previous dialog continue. It now be stopped. - The SAS depot door leading to the outside could still be opened during the fight against the 1st Nocturne. - A line was missing on the tip on the guidance system info for the flashlight / headlights and night vision linking the information to the input. - When the radar is not unlocked the effect around the mini map in the top right-hand corner appears, it now appears that if the radar is unlocked. - Proofreading of texts in English and French. - You couldn't turn off the wallpass headlights once they were on. - Water, acid and miasm baths are no longer a problem when the lights are on. - The first text when interacting with the skeleton in the depot once again starts with “God” rather than “Damn”. - The Epic Games achievements on the ultimate merchandise and the 2 objectives could cause an error. - You couldn't get the Steam and Epic Games achievement of discovering the entire CECLON surface map without relaunching the game. - The crystal gain thanks to the Machina did not update the total number of crystals on the UI. - You could get stuck between The Machina and the wall on the right. A barrel has been added, collisions have been revised throughout The Machina and it has also been moved slightly in depth. - Rock collisions have been revised on the CECLON surface. - The sound (SFX) of the empty flashlight was wrong. - The sound of the empty flashlight played when launching on the surface and underground, even though the gauge was already empty before exiting the game. - Rocks could not be traversed by Nocturnes. They were considered obstacles by the NavMesh. - We could put the camera under water, acid and miasm baths. - The primordial 2's, once defeated, could sometimes still launch a miasm projectile, but this is no longer the case. - The battle drone's voice didn't activate during dialog when picking up the Nocturne sample in the underground, which caused an error. - After spending various materials to open the locked crate containing the access card workshop. The new various materials total was not updated in the interface window inventory. - After making an artificial food pipe with the corresponding creator, this validated the objective, but did not make the pink objective indicator disappear in the world. - When teleporting with a checkpoint to the base teleporter, the checkpoint antenna remained out, whereas this should have reset it, as the checkpoint is now deactivated. - It was possible to teleport from the checkpoints to the base teleporter without having unlocked the upgrade. Interaction texts have also been adapted according to whether or not this upgrade has been unlocked. - When you opened the teleporter menu, it took you back to the last open tab, but this is no longer the case: it now takes you back to the 1st tab. - The color of the FX when you destroy an antic pearl in the underground was not exactly the same as that on the surface, but now it is. - There was a display problem on the underground map's on the interface window map if you were previously on a teleporter's underground checkpoint button and had closed the window. - There was a display problem on the underground map's on the interface window map if you were still on the teleporter's window in the background. - The black tiles revealed on the underground map would not retreat when the teleporter was opened without first opening the interface window map. - Improvements to the teleporter, which required uncommon, rare and very rare matrixes. The number indicating the required number of matrices remained red even though the matrix was present. - After restarting the game, the Veka energy pillars shown on the map did not have the validated icon if their Veka energy had indeed been removed and deposited at the Z-One team's spaceship. - An error prevented the veka energy from being taken from the pillar located at the bottom left on the surface of CECLON. - The arrow indicating the direction of the next gate in time trials 2 and 3 did not turn. - One of the PODs was moved slightly because it was on a time trial 3 gate. - A boulder was moved slightly because it was too close to a time trial 3 gate. - One of the small dark energy condensed (the small they are around the big one) has been moved a little more vertically because it was a bit in the ground. - There was a navigation problem on the UI on the Nocturne Sample and Data beacon buttons on the surface of CECLON. - When we picked up the instant reload, it didn't display the icon and the +1 on the UI. - When the last veka energy was deposited near the Z-One team spaceship, the title of the interaction and the interaction button were displayed on the screen (“Veka energy depot”, “Unload”), but this is no longer the case. - The decaying miasm that brings out a Nocturne disappeared, but their collision remained active. - You could get stuck between the crate and the staircase leading to the 2nd floor in the base; the crate and barrel have been moved to avoid this problem. - The low Nocturnes could go out for several times on the same day, causing their health to reset on the current wave. The low Nocturnes can only go out once a day at most. - In the workshop, above the plasma blades icon, even though they've been picked up, it was always written “0 / 1”, now it's written “1 / 1”. - One of the winged Nocturne lair's had an objective point (green) not visible. - After investigating the destroyed veka energy pillar and restarting on the CECLON surface, you could still interact with it, which caused other related problems. - To avoid decimal errors caused by floats, in the interface window battle drone, the light shot and heavy shot rate displays only 3 numbers after the decimal point.
changedOPTIMIZATIONS - Navmesh has been optimized in terms of height management. - Optimizations and improvements to the precision of Nocturnes' rotations.
THE DARK SIDE OF CECLON changes
addedADDITIONS - Added a new tip indicating that you can learn skills. - A window now appears at the top of the screen with text when "In fight" on The Machina and on the interface window, to warn the player because the rest of the interface has been removed. - Projections of miasms, used as new traps, are now present in the south-western, central and central-southern underground. - 10 crystals have been added to the underground. - 5 big crystals have been added to the underground. - An FX similar to the base teleporter FX when unlocking surface and/or underground teleportation is now present on checkpoints if you have learned checkpoint to base teleportation. - A bull bar has been added to the front of the wallpass. - When the previous time trial is not finished, the next one cannot be activated. The icons on the map are now black until the previous one has been completed. - When not in night/dark night, the icon on the map of the trehium is black. - When not in dark night, the icons on the map of the dark energy condensed are black. - A new underground part has been added on the center underground. - Icons have been added above the wallpass energy gauge on the UI to give better feedback on why the vehicle loses power, due to night and dark night as it runs on solar power. - Addition of a second stock of crystals on the surface of CECLON.
changedCHANGES - Nocturnes that appear during the day will now only spawn after the first Primordial has been defeated and at least one dark night has passed. - Flashlight batteries now spawn in underground after installing the corresponding checkpoint. Previously, the checkpoint also had to be activated. - All meshes and FX of the survival station and the oxygen station have been redesigned. - A visual improvement has been achieved on water, acid and miasm baths. - In The Machina, there's now a box under the “The Machina” text and the text “Time continues to run out! [STAY ALERT]” and the various icons have been replaced. - The level-up IU icons have been moved a little higher on the screen, so as not to overlap with the critical constancy IU. - Some Nocturnes were moved and/or rotated in the underground. - It is now possible to teleport from a checkpoint to the base teleporter without having first learned to teleport from the teleporter to the checkpoint on the surface and/or underground, which had no direct connection. - The FX that appears when an antic pearl is destroyed is now less opaque. - The bosses icons not unlocked are now black, not grey. - The wallpass UI (energy, boost and damage) has been revised to be more visible. - All aggro detections of the Nocturnes hidden in the decaying miasm have been reduced by 4x their size in X and Z to reinforce the surprise effect. - The surface and underground maps on the UI have been redone. - Class 2 Nocturnes have gained 25 health. - Class 1 winged Nocturnes have gained 50 more health. - Fewer winged Nocturnes will emerge as the number of bosses drops. By default, there will be fewer. - The projectile damage of the heavy shot has been reduced by 25 by default, from 125 to 100. - Class 1 invisible crawler and class 1 winged now have a 20% chance of yielding various materials instead of 30% / 40%. - Class 1 protective critters now have a 20% chance of yielding various materials and also give 1 experience. - Protective critters have gone from 100 to 200 health. - The rotation speed of the protective critter and the primordial original was higher than other Nocturnes. Now standardized. - The health of primordial 4's (swarm layer) has been increased from 80000 to 110000. - The health of primordial 5's (the tracker) has increased from 97500 to 140000. - The name displayed on the UI of the primordial original is no longer "The queen : Primordial 5" but "The queen : Primordial original". The Primordial 5 refers to the tracker on the surface. - Moved a stimulant from one base room to another. - Winged Nocturnes damage are no longer based on the number of FPS, but linearly, they have also been slightly reduced. - Nocturne Class 1 invisible crawler grants 1 less experience. - Nocturne Class 2 grants 1 less experience at all ranks. - Nocturne Class 3 small grants 2 less experience at all ranks. - Nocturne Class 3 big grants 4 less experience at all ranks. - All Primordials (Bosses) grants 5 less experience.
changedBUG FIXES - Nocturnes could not access the survival station and the oxygen station, making the player unreachable once inside. - The last dialogue box was missing when picking up the surface map. - When a dialog / small dialog is in progress and a voice is playing, if another dialog is activated with a voice also playing, the voice of the previous dialog continue. It now be stopped. - The SAS depot door leading to the outside could still be opened during the fight against the 1st Nocturne. - A line was missing on the tip on the guidance system info for the flashlight / headlights and night vision linking the information to the input. - When the radar is not unlocked the effect around the mini map in the top right-hand corner appears, it now appears that if the radar is unlocked. - Proofreading of texts in English and French. - You couldn't turn off the wallpass headlights once they were on. - Water, acid and miasm baths are no longer a problem when the lights are on. - The first text when interacting with the skeleton in the depot once again starts with “God” rather than “Damn”. - The Epic Games achievements on the ultimate merchandise and the 2 objectives could cause an error. - You couldn't get the Steam and Epic Games achievement of discovering the entire CECLON surface map without relaunching the game. - The crystal gain thanks to the Machina did not update the total number of crystals on the UI. - You could get stuck between The Machina and the wall on the right. A barrel has been added, collisions have been revised throughout The Machina and it has also been moved slightly in depth. - Rock collisions have been revised on the CECLON surface. - The sound (SFX) of the empty flashlight was wrong. - The sound of the empty flashlight played when launching on the surface and underground, even though the gauge was already empty before exiting the game. - Rocks could not be traversed by Nocturnes. They were considered obstacles by the NavMesh. - We could put the camera under water, acid and miasm baths. - The primordial 2's, once defeated, could sometimes still launch a miasm projectile, but this is no longer the case. - The battle drone's voice didn't activate during dialog when picking up the Nocturne sample in the underground, which caused an error. - After spending various materials to open the locked crate containing the access card workshop. The new various materials total was not updated in the interface window inventory. - After making an artificial food pipe with the corresponding creator, this validated the objective, but did not make the pink objective indicator disappear in the world. - When teleporting with a checkpoint to the base teleporter, the checkpoint antenna remained out, whereas this should have reset it, as the checkpoint is now deactivated. - It was possible to teleport from the checkpoints to the base teleporter without having unlocked the upgrade. Interaction texts have also been adapted according to whether or not this upgrade has been unlocked. - When you opened the teleporter menu, it took you back to the last open tab, but this is no longer the case: it now takes you back to the 1st tab. - The color of the FX when you destroy an antic pearl in the underground was not exactly the same as that on the surface, but now it is. - There was a display problem on the underground map's on the interface window map if you were previously on a teleporter's underground checkpoint button and had closed the window. - There was a display problem on the underground map's on the interface window map if you were still on the teleporter's window in the background. - The black tiles revealed on the underground map would not retreat when the teleporter was opened without first opening the interface window map. - Improvements to the teleporter, which required uncommon, rare and very rare matrixes. The number indicating the required number of matrices remained red even though the matrix was present. - After restarting the game, the Veka energy pillars shown on the map did not have the validated icon if their Veka energy had indeed been removed and deposited at the Z-One team's spaceship. - An error prevented the veka energy from being taken from the pillar located at the bottom left on the surface of CECLON. - The arrow indicating the direction of the next gate in time trials 2 and 3 did not turn. - One of the PODs was moved slightly because it was on a time trial 3 gate. - A boulder was moved slightly because it was too close to a time trial 3 gate. - One of the small dark energy condensed (the small they are around the big one) has been moved a little more vertically because it was a bit in the ground. - There was a navigation problem on the UI on the Nocturne Sample and Data beacon buttons on the surface of CECLON. - When we picked up the instant reload, it didn't display the icon and the +1 on the UI. - When the last veka energy was deposited near the Z-One team spaceship, the title of the interaction and the interaction button were displayed on the screen (“Veka energy depot”, “Unload”), but this is no longer the case. - The decaying miasm that brings out a Nocturne disappeared, but their collision remained active. - You could get stuck between the crate and the staircase leading to the 2nd floor in the base; the crate and barrel have been moved to avoid this problem. - The low Nocturnes could go out for several times on the same day, causing their health to reset on the current wave. The low Nocturnes can only go out once a day at most. - In the workshop, above the plasma blades icon, even though they've been picked up, it was always written “0 / 1”, now it's written “1 / 1”. - One of the winged Nocturne lair's had an objective point (green) not visible. - After investigating the destroyed veka energy pillar and restarting on the CECLON surface, you could still interact with it, which caused other related problems. - To avoid decimal errors caused by floats, in the interface window battle drone, the light shot and heavy shot rate displays only 3 numbers after the decimal point.
changedOPTIMIZATIONS - Navmesh has been optimized in terms of height management. - Optimizations and improvements to the precision of Nocturnes' rotations.
ADDITIONS - Added a new tip indicating that you can learn skills. - A window now appears at the top of the screen with text when "In fight" on The Machina and on the interface window, to warn the player because the rest of the interface has been removed. - Projections of miasms, used as new traps, are now present in the south-western, central and central-southern underground. - 10 crystals have been added to the underground. - 5 big crystals have been added to the underground. - An FX similar to the base teleporter FX when unlocking surface and/or underground teleportation is now present on checkpoints if you have learned checkpoint to base teleportation. - A bull bar has been added to the front of the wallpass. - When the previous time trial is not finished, the next one cannot be activated. The icons on the map are now black until the previous one has been completed. - When not in night/dark night, the icon on the map of the trehium is black. - When not in dark night, the icons on the map of the dark energy condensed are black. - A new underground part has been added on the center underground. - Icons have been added above the wallpass energy gauge on the UI to give better feedback on why the vehicle loses power, due to night and dark night as it runs on solar power. - Addition of a second stock of crystals on the surface of CECLON.
CHANGES - Nocturnes that appear during the day will now only spawn after the first Primordial has been defeated and at least one dark night has passed. - Flashlight batteries now spawn in underground after installing the corresponding checkpoint. Previously, the checkpoint also had to be activated. - All meshes and FX of the survival station and the oxygen station have been redesigned. - A visual improvement has been achieved on water, acid and miasm baths. - In The Machina, there's now a box under the “The Machina” text and the text “Time continues to run out! [STAY ALERT]” and the various icons have been replaced. - The level-up IU icons have been moved a little higher on the screen, so as not to overlap with the critical constancy IU. - Some Nocturnes were moved and/or rotated in the underground. - It is now possible to teleport from a checkpoint to the base teleporter without having first learned to teleport from the teleporter to the checkpoint on the surface and/or underground, which had no direct connection. - The FX that appears when an antic pearl is destroyed is now less opaque. - The bosses icons not unlocked are now black, not grey. - The wallpass UI (energy, boost and damage) has been revised to be more visible. - All aggro detections of the Nocturnes hidden in the decaying miasm have been reduced by 4x their size in X and Z to reinforce the surprise effect. - The surface and underground maps on the UI have been redone. - Class 2 Nocturnes have gained 25 health. - Class 1 winged Nocturnes have gained 50 more health. - Fewer winged Nocturnes will emerge as the number of bosses drops. By default, there will be fewer. - The projectile damage of the heavy shot has been reduced by 25 by default, from 125 to 100. - Class 1 invisible crawler and class 1 winged now have a 20% chance of yielding various materials instead of 30% / 40%. - Class 1 protective critters now have a 20% chance of yielding various materials and also give 1 experience. - Protective critters have gone from 100 to 200 health. - The rotation speed of the protective critter and the primordial original was higher than other Nocturnes. Now standardized. - The health of primordial 4's (swarm layer) has been increased from 80000 to 110000. - The health of primordial 5's (the tracker) has increased from 97500 to 140000. - The name displayed on the UI of the primordial original is no longer "The queen : Primordial 5" but "The queen : Primordial original". The Primordial 5 refers to the tracker on the surface. - Moved a stimulant from one base room to another. - Winged Nocturnes damage are no longer based on the number of FPS, but linearly, they have also been slightly reduced. - Nocturne Class 1 invisible crawler grants 1 less experience. - Nocturne Class 2 grants 1 less experience at all ranks. - Nocturne Class 3 small grants 2 less experience at all ranks. - Nocturne Class 3 big grants 4 less experience at all ranks. - All Primordials (Bosses) grants 5 less experience.
BUG FIXES - Nocturnes could not access the survival station and the oxygen station, making the player unreachable once inside. - The last dialogue box was missing when picking up the surface map. - When a dialog / small dialog is in progress and a voice is playing, if another dialog is activated with a voice also playing, the voice of the previous dialog continue. It now be stopped. - The SAS depot door leading to the outside could still be opened during the fight against the 1st Nocturne. - A line was missing on the tip on the guidance system info for the flashlight / headlights and night vision linking the information to the input. - When the radar is not unlocked the effect around the mini map in the top right-hand corner appears, it now appears that if the radar is unlocked. - Proofreading of texts in English and French. - You couldn't turn off the wallpass headlights once they were on. - Water, acid and miasm baths are no longer a problem when the lights are on. - The first text when interacting with the skeleton in the depot once again starts with “God” rather than “Damn”. - The Epic Games achievements on the ultimate merchandise and the 2 objectives could cause an error. - You couldn't get the Steam and Epic Games achievement of discovering the entire CECLON surface map without relaunching the game. - The crystal gain thanks to the Machina did not update the total number of crystals on the UI. - You could get stuck between The Machina and the wall on the right. A barrel has been added, collisions have been revised throughout The Machina and it has also been moved slightly in depth. - Rock collisions have been revised on the CECLON surface. - The sound (SFX) of the empty flashlight was wrong. - The sound of the empty flashlight played when launching on the surface and underground, even though the gauge was already empty before exiting the game. - Rocks could not be traversed by Nocturnes. They were considered obstacles by the NavMesh. - We could put the camera under water, acid and miasm baths. - The primordial 2's, once defeated, could sometimes still launch a miasm projectile, but this is no longer the case. - The battle drone's voice didn't activate during dialog when picking up the Nocturne sample in the underground, which caused an error. - After spending various materials to open the locked crate containing the access card workshop. The new various materials total was not updated in the interface window inventory. - After making an artificial food pipe with the corresponding creator, this validated the objective, but did not make the pink objective indicator disappear in the world. - When teleporting with a checkpoint to the base teleporter, the checkpoint antenna remained out, whereas this should have reset it, as the checkpoint is now deactivated. - It was possible to teleport from the checkpoints to the base teleporter without having unlocked the upgrade. Interaction texts have also been adapted according to whether or not this upgrade has been unlocked. - When you opened the teleporter menu, it took you back to the last open tab, but this is no longer the case: it now takes you back to the 1st tab. - The color of the FX when you destroy an antic pearl in the underground was not exactly the same as that on the surface, but now it is. - There was a display problem on the underground map's on the interface window map if you were previously on a teleporter's underground checkpoint button and had closed the window. - There was a display problem on the underground map's on the interface window map if you were still on the teleporter's window in the background. - The black tiles revealed on the underground map would not retreat when the teleporter was opened without first opening the interface window map. - Improvements to the teleporter, which required uncommon, rare and very rare matrixes. The number indicating the required number of matrices remained red even though the matrix was present. - After restarting the game, the Veka energy pillars shown on the map did not have the validated icon if their Veka energy had indeed been removed and deposited at the Z-One team's spaceship. - An error prevented the veka energy from being taken from the pillar located at the bottom left on the surface of CECLON. - The arrow indicating the direction of the next gate in time trials 2 and 3 did not turn. - One of the PODs was moved slightly because it was on a time trial 3 gate. - A boulder was moved slightly because it was too close to a time trial 3 gate. - One of the small dark energy condensed (the small they are around the big one) has been moved a little more vertically because it was a bit in the ground. - There was a navigation problem on the UI on the Nocturne Sample and Data beacon buttons on the surface of CECLON. - When we picked up the instant reload, it didn't display the icon and the +1 on the UI. - When the last veka energy was deposited near the Z-One team spaceship, the title of the interaction and the interaction button were displayed on the screen (“Veka energy depot”, “Unload”), but this is no longer the case. - The decaying miasm that brings out a Nocturne disappeared, but their collision remained active. - You could get stuck between the crate and the staircase leading to the 2nd floor in the base; the crate and barrel have been moved to avoid this problem. - The low Nocturnes could go out for several times on the same day, causing their health to reset on the current wave. The low Nocturnes can only go out once a day at most. - In the workshop, above the plasma blades icon, even though they've been picked up, it was always written “0 / 1”, now it's written “1 / 1”. - One of the winged Nocturne lair's had an objective point (green) not visible. - After investigating the destroyed veka energy pillar and restarting on the CECLON surface, you could still interact with it, which caused other related problems. - To avoid decimal errors caused by floats, in the interface window battle drone, the light shot and heavy shot rate displays only 3 numbers after the decimal point.
OPTIMIZATIONS - Navmesh has been optimized in terms of height management. - Optimizations and improvements to the precision of Nocturnes' rotations.