Full notes
Full Transliminal: Beyond The Backrooms update
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What changed
- Events
- Gameplay
- Fixes
- UI and audio
- Maps
- Performance
It's spooky season. And with that comes a new Transliminal update that adds a seasonal Easter egg. But more importantly adds completely reworked Retro effects (Including a brand new optional Retro Dither), a ton of bug fixes and tweaks, and some long needed optimization to The Cogwell Matrix void. And so much more!
The following changes have been made to Transliminal: Beyond The Backrooms v0.0.98577a:
Additions
Round accent lights, street lights, & clear light bulbs now have lens flares
Players may now look around and zoom the camera while sitting
After sitting down a few times Victor will record over one of the tapes if there are no threats around
More effects on subtitles
Replaced protagonist shadow caster with better more solid model more representative of character
Victor’s shadow animations now crouch and crawl.
New RETRO DITHER effect and settings are available in the GRAPHICS menu.
Black smoke walls push players into central arena on Mother’s final phase
Seasonal Halloween Easter Egg may spawn between September 25th & November 1st
Stamina now only drains while running if there is a threat nearby.
Tweaks & Fixes
Fixed a few lines that could play over each other
Renamed VIDEO NOISE EFFECT option to INSANITY VHS NOISE to make the setting more obvious
Changed misspelled word on Stat screen, “CALLS RECIEVED” to “PHONES ANSWERED”
ASync Threshold Objective is marked as completed after completing and starting New Game +
Mother Endings mark Widow Objective as completed after starting a New Game +
Reworked Insanity VHS noise. It no longer has any Horizontal shake which was uncomfortable for some players.
New Game + is now available on the Title screen if not selected during credits
Insanity VHS Noise may now be disabled and enabled without restarting
Fixed furniture that was spawning inside walls in certain level 0 world blocks
Fixed lower level doors that wasn’t spawning as a child of its world block
Compass stopped notification only pops up if in Pipes and Electrics if you currently have the phase gun have not installed any into the gateway
Animated Baby Dolls now scream when they hit you
Fixed filing cabinet drawer sound setup that would instantiate sounds when filing cabinets were destroyed or disabled
Reduced chances of Smilers in Level 2 even more
All Equipment is unequipped when sitting down
Added delay to when players can get up from a bed
Changed Raw Image Fade Script to use unscaledDeltaTime for more reliable fade speeds across all systems
Exit doors now open when the character object touches them
Music in The Pools originates from mounted PASpeakers and only spawn on Exit and Puzzle world blocks
Fixed Liquid Pain not spawning on 4 Pool Floors in The Pools when Sanity is low.
Puzzle unfinished vocal now plays when looking at Mother’s Castle window fill wall
Weather will now change after a random time in offices
Lowered intensity of reflection map in Deep Pools Arches world blocks
Phones cannot be answered or hung up when the menu is open.
Gross vocal reaction to Piles of Offal
Coins will not spawn in drawers if players have 25 or more
New Game + is now only available on non-detrimental endings
ASync Threshold ending Stats now show 7 calls answered instead of 0
Removed ceiling edge wall from The Offices Center entrance block that was cutting into the stairwell exit doors.
Core spheres no longer cast shadows
Painted cloud walls now move
Exits and Puzzle world blocks may spawn in addition to Deep Pools transitions at Pools 1st Level edges
Fixed issue where dying from eating too many Backshrooms while crazy would immediately restart and initiate drop camera sequence after restarting.
Fixed issue where Level 0 map would disable when near the level’s edge due to incorrect range setting in Cogwell Matrix Void activation script. Causing Players to enter the falling transition for seemingly no reason.
Facelings now only have one interaction trigger that makes them turn in the direction of the Player based on their position.
Lowered Character shadow to better rest on the ground.
Changed Character Shadow animation to play crawling animation when crouching and strafing.
Dither preference is now applied to Falling Transition scene
Changed tone of LOD walls to make pop in less apparent
Fixed issue where Offices exterior weather environment did not disable with new weather
Fixed some push doors that wouldn’t open when player pushed against them
Fixed issue where some alternate phone calls would not start before the call ended
Fixed Playgrounds corner cloudwall exit trigger that wasn’t properly linked in exit script.
Fixed Corner playground cloud walls not updating textures with weather changes
Some lockers will now already be open
Lowered volume of concrete walk steps
Raised volume of concrete run Steps
Optimization Efforts
Completely remade all Video Noise, CRT & VHS effects and consolidated them into a single shader. Reducing UI Overlays and draw calls.
Removed legacy plugins and code that are no longer used
Created custom shader for transparent dirt decals that calculates depth
Removed redundant random generation code to some Level 0 world blocks
Removed fully procedural rectangular tile ceiling from office level that was causing framerate to tank. Now The Offices only have weighted square tile ceiling variations.
Fixed Cogwell Matrix/Void Elevator exit spawning 2 sets of overlapping walls
Completely remade more optimized Cogwell Matrix Concrete Pillars and room models
Removed overlapping duplicate world blocks in Dark Pools
I am currently working on the next huge level; The Endless City. If you'd like to be the first to play prototype versions of the new levels before you can get them on Steam; Then I recommend joining the Spatial Quotient Patreon. Where you can become an Alpha Tester, or just support the project.
Thanks to everyone who has played. You have made Transliminal possible!
Lots more to come.
See you in the void.
_-=[ ComAdore ]=-_
Source
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