Full notes
Full XING: The Land Beyond update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- UI and audio
- Performance
- Server
XING: The Land Beyond changes
Update #2
Electric Boogaloo I’ve got some weekend updates for XING, live for you today!
Check out the changelist
PATCHNOTES:
VR:
Fixed a bug where vertically facing fans (updrafts) were drastically reducing movement speed in VR.
Disabled buttons in the menu no longer highlight when traced by a motion controller
General:
Fixed an issue where gameplay settings were getting reset to default whenever the player changed levels.
The movement tutorial will no longer show if you return to your save file after completing the game. (You’d think you would know how to move by then!)
Zeneth (Hub):
Updated the circular door graphics to accurately reflect the number of poetry per level (whoops!)
Removed an erroneously placed teleporter mesh in the rune forrest / short stories area.
Beach:
Added an extra stone head near the bonfire to facilitate easier passage to the treasure.
Made the collision on the stone heads larger for easier jumps
Rainforest:
Hanging drums should no longer get stuck in an upward position if hit really hard (limited the swing angle)
Hanging drums no longer light up if touched by the player
Lake:
Fixed a critical bug where player’s could spawn to an inactive respawn node and be stuck underwater. NOTE: To anyone who experienced this issue, this patch will fix your save (you should spawn back up above the water when you reopen your file) but the music will be stuck on the final puzzle music. If this bothers you, you can reset the level using the menu to get the music back to normal, though you will need to replay the level back to where you were.
Rune Levels / Short Stories:
Fixed the text on the 3rd tablet in Rowland’s story to match the voice over.
SPOILER NOTES:
Akasha:
The door to Akasha should now remember if it has been opened if you quit before entering.
Fixed some rubbish collision on the path to the first power beacon (time of day)
Known Issues / Planned Features
Some users are still reporting the left eye transparency flickering problem on Vive. I’m not positive, but I believe this is an issue with certain graphics drivers and Unreal. I’ve sent out a support ticket to Epic for a solution, but in the meantime people have said restarting their computer has fixed the issue for them. Seems weird, maybe it is something to do with SteamVR settings carrying over from other applications… not sure yet. Let me know if you find any clues on the forums.
I’m going to add mouse and gamepad sensitivity options to the menu. The variables are actually already there in “Game.ini”, they just don’t have an option in the menu yet.
We are thinking about adding an indicator for VR users noting where the center of their playspace is should you move too far away from it.. For comfort reasons, XING does not move the player’s collision capsule with the HMD movement. That could possibly create situations like the player walking forward in real life into a wall, but the camera would stay stationary due to the collision. While that sounds like it makes sense, it causes a serious disconnect when the game camera doesn’t move when you do. By decoupling HMD movement from the actual collision in game, however, the can be situations where the
Source
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