Full notes
Full Transliminal: Beyond The Backrooms update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Gameplay
- UI and audio
- Fixes
- Balance
- Maps
This update changes and adds a wide variety of things. As well as improving performance.
New Additions
Players can now interact with phonographs in The Hotel to stop or play music.
Dumpsters can now be opened. And are affected by sanity level.
Support for ultrawide 21:9 aspect ratio has been added to the Graphics Settings menu.
Battery and resource auto-reloading can now be disabled in the System > Gameplay menu.
A crouch toggle option has been added to the System > Controls menu, and the crouch key can now be rebound.
The System > Audio menu now allows individual volume adjustment for Music, Voice, and Sound Effects.
Initial volume options for music and sound effects have been added to the Title Screen.
Bathroom doors now open in hotel rooms.
A new entity variant will now inhabit some of the exterior entrances to The Hotel.
Many new sound effects and voice lines have been added.
Numerous new objects and environmental assets have been placed throughout various levels.
Upper cabinets above countertops can now be opened.
A statistics screen will now be displayed before the credits roll.
Tweaks & Fixes
Saved games will now correctly load players back into The Hotel if the game was saved there.
Phones will still ring when entities are disabled, but they will no longer receive calls from entities.
An issue preventing the Phase Emitter from being unequipped has been resolved.
Ceiling Tails no longer spawn when entities are disabled.
Hotel hall generation has been reworked and optimized for performance and reliability.
Volume settings for Music, Voice, and SFX now properly save and load between sessions.
Menu shortcut keys will now open their respective menus from any screen, or resume the game if already open.
The menu mask has been realigned to prevent UI cutoffs at certain standard resolutions.
Audio spawning logic has been improved to prevent one-off sources from triggering when the player is out of listening range.
Level intro voice lines can now be interrupted by other voice lines.
Generator volume has been further reduced to improve ambient sound balance.
The frequency of the moving doors insanity effect has been reduced.
Player start positions in alternate versions of Level 0 have been adjusted to prevent spawning beneath the floor.
Ceilings in one version of Level 0 that were being disabled incorrectly due to validation issues have been fixed.
Legacy physics triggers and colliders used for outdated validations in Level 0 have been removed.
Legacy insanity wall insect effects have been replaced with a newer version.
Reflection map intensity has been reduced in the Pipes level.
Material properties in the Pipes level have been corrected.
The rotation script has been made time-dependent rather than frame-dependent.
Fixed an issue where the Heart Of Electrics Gateway console was not clearing its screen properly.
The background color on the Pools title screen has been corrected.
Reduced the flashlight's battery threshold required for automatic reloading upon collecting batteries.
Added LOD Optimization to some assets that didn’t have them
More on-screen item pop-ups are skippable
Corrected some procedural logic that limited the rotation options of some world blocks.
Reduced amount of filing cabinets that spawn in records rooms.
More soon,
_-=[ ComAdore ]=-_
Source
Changelog.gg summarizes and formats this update. How we read updates.