Update log
Full The Talos Principle 2 update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Compatibility
- Performance
- UI and audio
- Fixes
Hi folks! It's been a while since the last update landed, but we've been hard at work combing through all of the feedback we received from you lovely people since launch. The result is today's update to the game delivering numerous gameplay improvements, tweaks, and fixes across the board.
Many thanks for your support, and a special thank you goes out to everyone who participated in the public beta test of this update.
Much love from Croteam!
The Talos Principle 2 Update 1.1.0 Changelog
Visual changes:
Added AMD FSR 3 (with Frame Generation).
Added water ripples.
Added extra decorations to the Lost Labs areas.
Added visual effect for locked elevator beam.
Toned down sky occlusion on some levels to avoid shimmering of DFAO effect and adjusted non-Lumen color to better match Lumen.
Reduced performance degradation when moving.
Fixed some of the ghost audio logs using incorrect models.
Fixed incorrect numbers on some of the character appearances in Photomode.
Fixed incorrect lighting on supported integrated GPUs from AMD.
Fixed the issue where Laser Beams were affecting the background when using TSR upscaling and Lumen.
Fixed a lot of instances where light was abruptly changing when not using Lumen.
Fixed a lot of shadow and AO artifacts both in Lumen and Non-Lumen configurations.
Fixed a lot of instances of premature Landscape LODing when using extreme FOV values.
Fixed a lot of instances of inconsistent pop-in of far-away structures across all levels.
Fixed “crazy-swaying” trees and grass across all levels.
Fixed visual issues with volumetric fog in the Prometheus Sequence level when GI quality is set to ultra.
Fixed an issue where long triangles on certain meshes were sometimes not rendered on AMD cards.
Various minor environment visual fixes related to crumbs, foliage distribution, missing terrain and holes in cliffs
Gameplay:
[olist]
Players can now sprint when moving backwards.
Left mouse button can now consistently be used to interact with objects.
A player is no longer required to press the Use button to use the elevator beam, instead it triggers automatically upon entering.
Dialogue options can now be navigated with keyboard arrows.
Most menus can now be closed by clicking the right mouse button.
Improved Guided Jump reliability.
Posters in the Chamber of the First Companions now display translatable text when aimed.
Most of the travel sequences are now skippable as long as story events related to those travel sequences have been experienced at least once (e.g. in another playthrough).
Increased the number of last stored Dialogue Logs from 10 to 20.
Added a slider that controls the Photomode window’s opacity.
Added HUD hints when using the Gravshifter.
Fixed the bug where third-person animations and camera were not working correctly after using Fast Travel.
Fixed the issue where photomode would sometimes be invoked with the field of view being set to zero and impossible to change.
Fixed the issue where the objectives panel would appear in a puzzle if the player restarts checkpoint while being inside one.
Fixed the issue where the character rotation slider in Photomode was not accounting for changed gravity.
Fixed an issue where using keyboard or gamepad to navigate in settings menu would not play respective sounds.
Fixed QR codes in the museum being readable from the backside of their panels.
Fixed the bug where the player could softlock themselves by falling out of the elevator with the help of the Photomode. [/olist]
Options:
Added
Source
