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Steam News27 September 20178y ago

Patch Notes Build 3633

Update #3: Three-hee-hee Time to address more of those bugs! PATCHNOTES: VR: OK, this time I swear I actually fixed the fans in VR.

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

5 fixes1 addition1 change0 removals
  • Fixes
  • Gameplay
  • Performance
fixedVR:OK, this time I swear I actually fixed the fans in VR. I completely rewrote the fan code and have personally vetted every fan in the game in VR, so there should be no more issues with this (knock on wood). Essentially what was causing the super slow motion was that the player could potentially never technically “reach the top” in VR due to literal height differences between players. This has been entirely reworked and should be a comfortable and consistent experience in VR.
addedGeneral:I added a save backup for both the main game saves and the in level quicksaves. Essentially this should help prevent edge case issues if for some reason the save file was halfway written during a power failure, for example. The system should automatically move over to using the backup files, but should it not, you can manually swap the files very easily in explorer. Quicksaves backups are a little different in that they only save when a talisman quad is placed, giving the user a sort of hard “checkpoint” to be able to backup to incase something goes wrong during play and they want to reset.
fixedZeneth (Hub):Fixed some collision in the Rune Forest area to prevent players from getting stuck.
fixedLake:Fixed an issue where you could get stuck between some pillars and ice on the second talisman quad puzzle (elephant forest area). (Thanks Colin :D)
fixedDesert:Fixed an out of bounds problem in the second area.
fixedRune Levels / Short Stories:Fixed some collision around Cassia’s level where you could go out of bounds.

XING: The Land Beyond changes

fixedOK, this time I swear I actually fixed the fans in VR. I completely rewrote the fan code and have personally vetted every fan in the game in VR, so there should be no more issues with this (knock on wood). Essentially what was causing the super slow motion was that the player could potentially never technically “reach the top” in VR due to literal height differences between players. This has been entirely reworked and should be a comfortable and consistent experience in VR.
addedI added a save backup for both the main game saves and the in level quicksaves. Essentially this should help prevent edge case issues if for some reason the save file was halfway written during a power failure, for example. The system should automatically move over to using the backup files, but should it not, you can manually swap the files very easily in explorer. Quicksaves backups are a little different in that they only save when a talisman quad is placed, giving the user a sort of hard “checkpoint” to be able to backup to incase something goes wrong during play and they want to reset.
fixedFixed some collision in the Rune Forest area to prevent players from getting stuck.
fixedFixed an issue where you could get stuck between some pillars and ice on the second talisman quad puzzle (elephant forest area). (Thanks Colin :D)
fixedFixed an out of bounds problem in the second area.

Update #3: Three-hee-hee

Time to address more of those bugs! PATCHNOTES:

VR:

  • OK, this time I swear I actually fixed the fans in VR. I completely rewrote the fan code and have personally vetted every fan in the game in VR, so there should be no more issues with this (knock on wood). Essentially what was causing the super slow motion was that the player could potentially never technically “reach the top” in VR due to literal height differences between players. This has been entirely reworked and should be a comfortable and consistent experience in VR.

General:

  • I added a save backup for both the main game saves and the in level quicksaves. Essentially this should help prevent edge case issues if for some reason the save file was halfway written during a power failure, for example. The system should automatically move over to using the backup files, but should it not, you can manually swap the files very easily in explorer. Quicksaves backups are a little different in that they only save when a talisman quad is placed, giving the user a sort of hard “checkpoint” to be able to backup to incase something goes wrong during play and they want to reset.

Zeneth (Hub):

  • Fixed some collision in the Rune Forest area to prevent players from getting stuck.

Lake:

  • Fixed an issue where you could get stuck between some pillars and ice on the second talisman quad puzzle (elephant forest area). (Thanks Colin :D)

Desert:

  • Fixed an out of bounds problem in the second area.

Rune Levels / Short Stories:

  • Fixed some collision around Cassia’s level where you could go out of bounds.

To address some of the issues brought up last patch… My best guess on the flickering in the left eye on Vive issue is that it is caused by out of date graphics drivers. Make sure you guys update your drivers before trying again, and if the issue persists, make a post on the discussion forums listing your hardware and driver combo. There seems to be a few graphical errors when playing on Intel graphics. We don’t officially support Intel Graphics (mainly because most of them are too underpowered for the game) but I’ll take a look on my Intel system and see if I can find out what is happening anyways. It may also be a driver issue. On the platforming front, I’m thinking about prototyping an optional jump assist like the one found in Croteam’s Talos Principle (shoutout to Croteam, I met a few of them at PAX a few years back and they are awesome people with an awesome game). For those not familiar with it, when the player can make a jump a “footstep” symbol shows where the player will end up. If the player presses the jump button while the icon is visible they interpolate to the location, no precision required. This, of course, would be an opt-in feature; normal jumping would not be affected. Let me know if this sounds like something that you would use in the comments.

Source

Steam News / 27 September 2017

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