Full notes
Full Transliminal: Beyond The Backrooms update
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What changed
- Gameplay
- Workshop
- UI and audio
- Performance
- Fixes
- Balance
Transliminal: Beyond The Backrooms v0.0.98566a
New Additions
The Level 4 Offices
After completing an ending NEW GAME + is available
Facelings
Hammer
Barricades cannot be torn down until the Hammer is collected
Green Mold Infection ending is now available
New improved camera shake
Bloom may now be toggled in SYSTEM>GRAPHICS SETTINGS
A New document can be collected
Transliminal Discord link added to Title menu
Sketchbook document tutorial
Motion Blur increases the lower sanity is
Motion Blur can be disabled in the Graphics Settings Menu
New elevator musak
Level 4 Title Screen BG
Barricade Boards can now be dissolved with the phase emitter
Added interaction tutorial to beginning of the game
Added more cubicles to Office corners
The Compass now points towards Electrics while in the Level 2 Pipes
New Wide Office Cabinet interactable containers
Added brain icon graphic to sanity spiral
Facelings touch interaction
Facelings can be shot with the phase emitter
Facelings can be hit in the head with the Hammer
Wooden Chair glitch chance when sanity is low
Spring riders & swingsets may now be sat on
Icon and sound hit on Quantum Anchor
Many new voice lines
New sound effects
Vocal cue added when Compass stops spinning
Vocal cue added when Mother is Vulnerable
Added a barricade over the escape hole in the crawl space lab
Lens dirt pattern now changes whenever the camera gets wet
Max Sanity is reduced upon committing a murder
Added Timecode to Intro Camcorder OSD
Camcorder OSD pops up upon level transition
New achievements
Added loot to upper cubicle Shelves
Tweaks And Fixes
Instructions must now be collected before using the emitter firing sequence
The Sketchbook may now also be found in the crawlspace lab
Green room in Complex side area will now delete you
Current level is now set when teleporting to The Cogwell Matrix
Documents render at full resolution regardless of graphics settings
Fixed vents in multilevel areas that had ductwork sticking through the floors.
Window objective is now crossed off after completing related sequences
Smiler light sensor is now disabled when chasing player
Smilers’ eyes no longer remain after being shot with the Phase Emitter.
Clump absorb animations have been tweaked and Clumps also now lunge towards the player while absorbing.
Clumps now flee from lantern light
Wall drawings are now full resolution on all graphics settings
Threshold ending level will revert Level 0 colors back to default.
Increased force of pulled barricades
Falling into levels with solid ground now deals 20 damage.
The Dreamcatcher item no longer spawns in level 0 right angle halls and cabinets and will be used in a future sequence.
Smilers flee and are destroyed faster when being phased.
Moved Green Mold Blossoms to full wall section hierarchy in destroyed level 0 blocks to prevent them from appearing when no walls were present.
Transporting to some Alt Complex levels will set colors to default
Increased intensity of camera lens dirt bloom
Electrics may be reached via elevator after it’s unlocked.
Reworked how falling into a level does damage
Added colliders to Facelings
Added entity validation to Office Trap Windows and Facelings
Added colliders to Level 4 Office Ceilings
Ceiling fans no longer spawn on procedural dilapidated tile ceilings
Changed tile generation of procedural ceilings to not spawn Ceiling Smilers on tiles over ceiling board I-Beams
Added colliders to office chairs
Light switches on egress pillars now work on most light systems
Changed lightswitch method on some Level 0 blocks that were setup incorrectly
Fixed level transport script error that would sometimes cause players to teleport into nothing when exiting The Blacktops from an exit door.
Fixed same ceilings being able to be seen through when sanity is low in Level 4
Added bounds above room doors in Level 4
Fixed barricade board that didn’t have a rigidbody assigned so no force was added when it was taken down
Fixed Page validation code that was not allowing the computer instruction note to spawn if the Sketchbook was not already collected
Fixed Gateway Control Panel error screens not clearing The Level 4 Screen
Removed code in Player Status script that would refill Health, Sanity, and Stamina to maximum whenever the main scene loaded.
Added transition to Collapse Death
Fixed rebound Sprint Key not toggling off sprint when released
Tweaked phone cord physics settings and phone anchor script to be more
Reduced range needed to hang up phones.
Corrected timing of some subtitles during 1st TV Bob video
Slightly reduced Smiler spawn rate in Level 2 Pipes
Made phone script more compatible with engine physics. The phone is more stable now.
Corrected subtitle spelling on 1st Exploration Log Tape
Corrected alignment of Some Cubicle blocks in Level 4 that in some cases resulted in Cubicles clipping into walls, etc.
Added lightblockers to the inside of closed office rooms until they are opened
Pocketwatch collectable now drops to floor if Duller vanishes
Changed number of maximum baby dolls
Changed Doll amount needed to dissolve Mothers Fingers to 0
Re-Baked Level 0 reflection probes
Reworked collected item icons lighting and scripts
rearranged some room configurations in Level 4 that were misaligned
Phone now hangs up when in range or drops otherwise with a single click
Vocal reactions to phones being dead now only play after picking up the phone a second time.
After call reactions happen the first time a phone is hung up.
Removed first play intro line that just seemed off
Level ACID has been renamed to Level DELETED to fit more accurately into the lore. The Achievement has been renamed as well.
Fixed a Tape subtitle spelling error
Added bilinear filtering to hand cursor and removed mipmaps for it
Baby Doll Entities destroy themselves if the number of Dolls freed is 65
Reduced volume of Drawer Sounds
Reworked Cassettes and Collectable Artifacts chances in drawers
Moved first Ultra-Capacitor in crawl space
Moved the location of the sketchbook page in crawl space
Reworked Step Surface code to be less tempermental.
Fixed anomalous ceiling props in Large Office Conference room
Fixed Entry method conflict when falling down Hell Pitts
Hell Pitts will now delete you
Raised Floor bounds on some pools and changes their tags to Water
Changed position and angle of player in falling sequence
Updated culling masks to all lights that were unable to cast light on some object layers
Clumps disable player controls when absorbing
Added Liquid tag to Locker ground validation
Fixed Playgrounds corner edge cloud wall doors not being able to be opened
More subtle bad tracking effects
Game now uses IL2CPP backend reducing install size and eliminating MonoBleedingEdge installation folder
Almond water collection script reworked to take into account new Effective Maximum Health due to Infection
Almond water will now only be consumed when collected if Hydration and Health are lower than 75%, otherwise they will be stored if there is room.
Slightly increased volume of concrete step sfx
Changed interaction raytrace to match length of actual Player Focus trigger.
Fixed issue where compass popup would happen in Cogwell Matrix
New Game Plus restores a bit of MaxSanity if you got the Consumed By The Void Ending
New Game Plus Reduces Infection a bit if you got the Green Mold Infection ending.
Optimization Efforts
Title screen now instantiates title level world blocks which should lead to faster loading of the title screen from other scenes
Some environmental sound effects will now only play if in range of the listener to fix potential audio buffer overloads.
LODs reworked on counter cabinets
Raised and reduced the radius of audio reverb zones in Level 0
Removed overlapping and superfluous wall segments from certain Level 0 world blocks
Replaced realtime reflection probes with baked versions in Threshold ending map
Removed legacy lighting data elements
Disabled HDR output
Reduced maximum real audio voices
Reduced number of shadow cascades in all graphics tiers
Removed superfluous scripts from some LOD Objects
All graphics Tiers will no longer Prefer 32-bit shadowmaps
Reduced the number of realtime lights in some Level 0 world blocks
Reduced water distortion complexity by half
Optimized import settings on all baked reflection probe maps
Optimized import settings on all texture images
Enabled texture streaming on all images larger than 256 pixels
Customized texture streaming budget per graphics quality levels
Reduced number of overhead lights on counter cabinets
Changed asynchronous scene loading script to flush unused assets
Removed forced Garbage Collection from loading script that was causing crashes (Now relying on Unity’s incremental GC)
Remade unoptimized construction wall meshes
Blacktops Edge and Outer Edge world grids have been converted to prefabs and are no longer stored in their entirety in the Main scene
Cogwell Matrix Edge grid converted to Prefab and is no longer stored in entirety in the Main scene
Next up: The Endless City The "Good" Ending The Wanderer & The Beast Of Level 5
_-=[ ComAdore ]=-_
Source
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