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Steam News27 February 20251y ago

v1.0.7 [patch 7]

ADDITIONS - Add details to the planet's surface, such as rocks, plants, tree and other details.

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Full THE DARK SIDE OF CECLON update

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What changed

0 fixes1 addition0 changes0 removals
  • Performance
addedADDITIONS - Add details to the planet's surface, such as rocks, plants, tree and other details. - On the interface for choosing a time of day to sleep, you can now see on the UI whether the next night is a dark night or not. All in all, it's much clearer to understand. - An SFX is played when the oxygen supply is blocked by sand in the suit. - An SFX is played when the oxygen supply is no longer blocked by sand in the suit. - When the character transitioned from different idle positions, there were no footprints at their location. Now, there are. CHANGES - The upper vertical limit of the camera position has been increased by 55%, allowing for a higher angle to better aim with the battle drone below. - The indicator point of the mini-game The Machina has been slightly moved. - The rock under the base generator pipe has been slightly adjusted in size and placement. - Some of the claw marks have been resized. - The camera now zoom differently on the character when running, making it more immersive. - The miasm concentrated orb full of power is now slower by default, with its speed halved, but it now accelerates slightly faster. - All miasm concentrated orbs and the miasm concentrated orb full of power now spawn directly on Queen Nocturne instead of at a specific location in the combat zone. - The miasm concentrated orb full of power can now move more frequently, with shorter stop durations. - The miasm concentrated orb full of power can now move slightly farther from its initial position. BUG FIXES - The collisions of different rocks have been revised to match the visual form in the surface. - A tree don't have shadow. - The vertical limits of the camera position, both up and down, have been standardized for both surface and underground. - A fifth singularity was missing on the surface. - The landing gear of the Z-One team’s spaceship did not take foot positioning into account, which could make the character’s animation appear visually rigid. - The trigger of The Machina has been reduced in size to prevent it from being triggered at the same time as the blue force field. - The red bar on the IU when oxygen supply is blocked by sand has been recentered on the oxygen icon. - The FOV on the camera of CECLON's surface didn't have the correct ratio; it wasn't exactly set to 65. - When running and stopping, the shadows could stutter due to changes in the camera's sensor size. The camera is now moved instead. - The slider for the camera distance from the player and the camera rendering distance was not connected in the underground pause menu, which could cause errors. - Two singularities in the central southern underground have been moved as they were on or too close to a rock or a miasm seal. - One of the rocks present in the Queen Nocturne's combat zone did not necessarily stop the miasm projectiles fast infinite. - If we were in stationary combat and started running directly without going through the walking phase, the running animation wouldn't play immediately. - Some areas were inaccessible to the Nocturnes but accessible to players; these areas are now also accessible to the Nocturnes. OPTIMIZATION - Textures have been optimized.

THE DARK SIDE OF CECLON changes

addedADDITIONS - Add details to the planet's surface, such as rocks, plants, tree and other details. - On the interface for choosing a time of day to sleep, you can now see on the UI whether the next night is a dark night or not. All in all, it's much clearer to understand. - An SFX is played when the oxygen supply is blocked by sand in the suit. - An SFX is played when the oxygen supply is no longer blocked by sand in the suit. - When the character transitioned from different idle positions, there were no footprints at their location. Now, there are. CHANGES - The upper vertical limit of the camera position has been increased by 55%, allowing for a higher angle to better aim with the battle drone below. - The indicator point of the mini-game The Machina has been slightly moved. - The rock under the base generator pipe has been slightly adjusted in size and placement. - Some of the claw marks have been resized. - The camera now zoom differently on the character when running, making it more immersive. - The miasm concentrated orb full of power is now slower by default, with its speed halved, but it now accelerates slightly faster. - All miasm concentrated orbs and the miasm concentrated orb full of power now spawn directly on Queen Nocturne instead of at a specific location in the combat zone. - The miasm concentrated orb full of power can now move more frequently, with shorter stop durations. - The miasm concentrated orb full of power can now move slightly farther from its initial position. BUG FIXES - The collisions of different rocks have been revised to match the visual form in the surface. - A tree don't have shadow. - The vertical limits of the camera position, both up and down, have been standardized for both surface and underground. - A fifth singularity was missing on the surface. - The landing gear of the Z-One team’s spaceship did not take foot positioning into account, which could make the character’s animation appear visually rigid. - The trigger of The Machina has been reduced in size to prevent it from being triggered at the same time as the blue force field. - The red bar on the IU when oxygen supply is blocked by sand has been recentered on the oxygen icon. - The FOV on the camera of CECLON's surface didn't have the correct ratio; it wasn't exactly set to 65. - When running and stopping, the shadows could stutter due to changes in the camera's sensor size. The camera is now moved instead. - The slider for the camera distance from the player and the camera rendering distance was not connected in the underground pause menu, which could cause errors. - Two singularities in the central southern underground have been moved as they were on or too close to a rock or a miasm seal. - One of the rocks present in the Queen Nocturne's combat zone did not necessarily stop the miasm projectiles fast infinite. - If we were in stationary combat and started running directly without going through the walking phase, the running animation wouldn't play immediately. - Some areas were inaccessible to the Nocturnes but accessible to players; these areas are now also accessible to the Nocturnes. OPTIMIZATION - Textures have been optimized.

ADDITIONS - Add details to the planet's surface, such as rocks, plants, tree and other details. - On the interface for choosing a time of day to sleep, you can now see on the UI whether the next night is a dark night or not. All in all, it's much clearer to understand. - An SFX is played when the oxygen supply is blocked by sand in the suit. - An SFX is played when the oxygen supply is no longer blocked by sand in the suit. - When the character transitioned from different idle positions, there were no footprints at their location. Now, there are. CHANGES - The upper vertical limit of the camera position has been increased by 55%, allowing for a higher angle to better aim with the battle drone below. - The indicator point of the mini-game The Machina has been slightly moved. - The rock under the base generator pipe has been slightly adjusted in size and placement. - Some of the claw marks have been resized. - The camera now zoom differently on the character when running, making it more immersive. - The miasm concentrated orb full of power is now slower by default, with its speed halved, but it now accelerates slightly faster. - All miasm concentrated orbs and the miasm concentrated orb full of power now spawn directly on Queen Nocturne instead of at a specific location in the combat zone. - The miasm concentrated orb full of power can now move more frequently, with shorter stop durations. - The miasm concentrated orb full of power can now move slightly farther from its initial position. BUG FIXES - The collisions of different rocks have been revised to match the visual form in the surface. - A tree don't have shadow. - The vertical limits of the camera position, both up and down, have been standardized for both surface and underground. - A fifth singularity was missing on the surface. - The landing gear of the Z-One team’s spaceship did not take foot positioning into account, which could make the character’s animation appear visually rigid. - The trigger of The Machina has been reduced in size to prevent it from being triggered at the same time as the blue force field. - The red bar on the IU when oxygen supply is blocked by sand has been recentered on the oxygen icon. - The FOV on the camera of CECLON's surface didn't have the correct ratio; it wasn't exactly set to 65. - When running and stopping, the shadows could stutter due to changes in the camera's sensor size. The camera is now moved instead. - The slider for the camera distance from the player and the camera rendering distance was not connected in the underground pause menu, which could cause errors. - Two singularities in the central southern underground have been moved as they were on or too close to a rock or a miasm seal. - One of the rocks present in the Queen Nocturne's combat zone did not necessarily stop the miasm projectiles fast infinite. - If we were in stationary combat and started running directly without going through the walking phase, the running animation wouldn't play immediately. - Some areas were inaccessible to the Nocturnes but accessible to players; these areas are now also accessible to the Nocturnes. OPTIMIZATION - Textures have been optimized.

Source

Steam News / 27 February 2025

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