News & Patch Notes

playtest cumulative pathnotes

Prospice

BUILD ** ** 97

  • If you hold accelerator while parking brake is engaged, the brakes will screech to (hopefully) give audio feedback to the fact you aren't moving because the brakes are on
  • Made terrain culling less aggressive, this should fix terrain chunks unloading at the bottom of your screen sometimes
  • Added an option to always keep the cursor on the screen, in case controller sends continuous input to the game and forces it to always hide the cursor
  • Got rid of a few grass patches in places where they shouldn't grow
  • Added a box in the silo room in the hub02, to direct players right, towards the next room, because this round room was a bit confusing otherwise
  • Increased base winch rope length to 12 m and upgrade bumps it up to 18
  • Decoupled photo evaluation logic from physical collider of a photo subject. Photo-related geometry can now be scaled up independently, to make aligning shots easier
  • Removed the source of RF signals from the big sphere at the silo in HUB02, since it was confusing people
  • Added whale bones at the beach to photo targets/anomaly list, because a lot of people were trying to take a picture of them anyway (no real description yet)
  • Made the tutorial swamp a little less harsh, but still harsh enough to teach gearbox/AWD mechanics
  • Tweaked the engine sounds again, added some extra low rumble to high RPM tracks, and boosted volume of low RPM clips because idle was too quite
  • Fixed parking brake logic (turns out it wasn't working correctly this whole time, whoops)
  • Tutorial marker no longer visible on top of other UI
  • Modified compressor system and added particle FX for air purges
  • Fixed a bug which forced button remap menu to close when pressing one of "ui back" buttons (backspace on keyboard, B on gamepad, etc)
  • Made it so X on keyboard and d-pad down on gamepad is default dediceted button to exit the truck. Also, it triggers almost immediately (If you are playing with the old settings file, you might get [undefined] in outpost tutorial popup)
  • Re-wrote multiple tutorials and made some of the text highlighted so the info is easier to parse
  • Made winch motor sound way lounder for better feedback
  • Changed the wording from "handbrake" to "parking brake"
  • Reorganized controls list in mapping menu a little bit better in the order of importance
  • Signal strength UI element no longer spams "TURN BACK" on you while you are inside the underground facility in Hub 02
  • Added logging for car dissapearing bug
  • Added logging for car physics exploding bug

Build 96

  • Fixed broken Y-axis inversion in cockpit view
  • Added a survey notification on the exit game dialogue window
  • Added a check to skip trying to play the key jingling sfx if in third person, so it doesn't spam the log output with "can't play disabled audio source"
  • Added better logging and introduced a small delay to scene loading system. Hopefully it will either fix the softlock which happens after restart (I still feel like a race condition in asynch loading is the main culprit), or at least help me track it down
  • Winch no longer works if the engine is dead (sorry)
  • Now you need to hold the accelerator for 0.5 seconds before engine autostart can trigger
  • Made it so attribution.txt is shipped with the build, to credit the authors of custom assets I've used during development. Sounds like the best solution untill proper credits screen is in the game.

Build 95

  • renamed HOME to SIGNAL to better convey what the meter represents. It also changes to "TURN BACK" if you stay too far away from the truck and begins blinking
  • Added vignette toggle in the accessibility tab
  • Added video compression toggle in the accessibility tab
  • Added Invert Y axis option in the controls tab
  • Modified the rock model to get rid of suspiciously wheel-shaped hole you can get stuck in
  • Made the rock crawling section at the shore a little bit easier by adding a smoother ramp at the northern end of the rock formation
  • Improved photo camera feedback, now it gives you actionable info if photo is not good enough for completion
  • While I was at it, I've also made it so first person UI fades out when you zoom in and added a sound feedback for when you take picture of a new anomaly
  • Added a mention of controls customization in the tutorial popup about the manual submenu
  • Made accept/abandon buttons in the mission menu have different placement, so it's harder to abandon a mission on accident
  • Also added audio feedback for when you accept/abandon a mission
  • Very important change: swapped instruments and cursed crate as they spawn at the outpost, because some people missed the second smaller box as it was obscured by the big crate
  • Modified the note on PDA in the hub 02
  • Made winch motor x4 as strong by default, with upgrade increasing the strength further to x8 compared to old default. The upgrade might be a bit of an overkill but we'll see
  • Recolored sub-tabs in truck menu to hopefully make the customization menu pop up a bit more