Full notes
Full XING: The Land Beyond update
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What changed
- Fixes
- Performance
- Gameplay
XING: The Land Beyond changes
Update #9
Yoo hoo! We kinda missed making an announcement for our one year anniversary on Steam, but Halloween is cooler anyways so here I am. Happy Spoopy! I’d like to again drop a big thank you to all of our supporters over the years. 2018 has so far been a big one for me personally, and our successful launch has really made an impact on my life. Nothing crazier than that! I’m just here to release a small update today to fix up a few odds and ends found by the community here.
PS
I switched around some source control stuff, so now I'm on version 18? I guess? Who knows. Fun one man development going on over here.
PATCHNOTES
General:
Fixed a weird input issue where left and right mouse input was getting processed twice, resulting in mismatched input sensitivity.
Optimizations:
Nothing too specific - basically snooped around for slow functions and made some improvements. The game is running better than ever thanks to driver optimizations and SDK improvements, so I’ll take it!
VR:
Added a “Height Offset” feature in the VR menu. This is a bit of a weird one, and mostly comes down to playing XING sitting vs standing. The HTC Vive and Oculus Rift, when properly calibrated, automatically “know” how tall you are. Unreal takes this information and orients the camera on a “floor” basis: basically puts the camera on the floor, then offsets its position based off of the HMD’s real position. This means your avatar in XING is exactly your height in real life - pretty good, right? We specifically designed the interactables in the game to be accessible across a variety of heights, so you shouldn’t ever be physically unable to reach anything. Except… What if you are playing while sitting? Well, it turns out people would rather be at standing height in VR even while sitting. How do we detect this? People are generally the same height while sitting, but there are a lot of variables we don’t know. How tall is the chair? What if they get up? And perhaps more importantly, what if the player is using a headset that doesn’t have any height information? (wink wink) Ultimately I’ve found the best solution is to just let the player manually offset their height in a menu. It’s not super clean, but it gives a very adjustable method to correct a variety of issues that can arise from different play environments. Again, if you are using Rift or Vive while standing and you have gone through their setups, you shouldn’t need to touch this setting!
Zeneth:
Retimed the title screen to come in a little earlier for optimization.
Iztali Point:
Fixed an issue where you could go out of bounds by abusing the way water works. There was one unique section near the second area of the beach where you can wade out a ways before drowning. This is intentional, and the drowning mechanic worked as intended once the player went out too far. However, the player would then respawn back in the water, still at an ok height. If they went out into the water again at this point, they wouldn’t drown! This is because since the player never actually left the water, the drowning mechanic flipped the bool saying they did leave (because they teleported) but never reset it back to saying they are touching water because they never technically left (wow that didn’t really make sense). Anyways, it is fixed now - I just moved the spawn back onto the beach instead of halfway in the water.
Naar:
Fixed an issue where the rising platforms in the 4th rune puzzle would become “desynced” after saving and reloading. Essentially the platforms’ positions would be saved but the accompanying ball dispensers would not, potentially ending up with a situation where it would be difficult to reach the ball dispensers during the puzzle. It is supposed to be challenging, not frustrating!
Source
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