Interloper Beta Part 1
Author: [BMS] Adam-Bomb,
published 5 years ago,
[img]https://clan.cloudflare.steamstatic.com/images//8672783/492049531431636891a10b9c835f2e5664098d71.jpg[/img]
Interloper time!
We have pushed 5 maps of the Interloper chapter to Steam Public Beta. Give ‘em a play and let us know what you think!
The team has been crunching hard to release the last chapters, and the game has been fighting us every step of the way. We will be releasing the last 3 maps of Interloper shortly, after a final art and polish pass. Our current plan is to release Nihilanth and Endgame with those maps, but we may stagger the next releases to better refine the last fight and to get more concentrated feedback from the community.
While we've been focused on completing Interloper, we have also been making fixes to the previously released parts of the beta. Here are some fixes and known issues:
[h1]Xen and Gonarch’s Lair Fixes[/h1]
-Improved godray performance in all maps
[b]Xen[/b]
-Increased performance in Xen B lower swamps (as you exit the door)
-Fixed zombie HEV flashlight sprite when turned on by I/O
-Model collision and material type fixes
-LOD fixes
[b]Gonarch’s Lair Map A[/b]
-Fixed RPG not tracking Gonarch hitbox
-Slightly increased Gonarch hitbox
-Fixed black area portal
-Updated healing island particles
-Removed dynamic light god rays for performance
-Fixed a crash involving the Gonarch mortar
[b]Gonarch’s Lair Map B[/b]
-Fixed flashlight and other dynamic lights not displaying in starting cave
-Tinted burnable webs so that the player can tell the difference between webs they can break and webs that need to be burned
-Fixed material types on textures and models so it no longer sounds like you are walking on solid glass
-Blocked web window that looked like the player could pass through
-Added lights and wires to better guide player on the critical path
-Player clipping pass
-NPC clipping pass (It should be much harder to get the Gonarch stuck or floating off cliffs)
-New and updated model collisions
-Lighting fixes for guidance and better Gonarch visibility
-Minor art fixes
[b]Gonarch’s Lair Map C[/b]
-Fixed all breakable webs to break in ONE hit
-Fixed breakable web hitbox collision detect (it was too thin)
-Lighting and prop improvements for player guidance
-Fixed oil that was not slippery, allowing player to break start of final chase
-NPC clipping pass
-Player clipping pass
-Better highlighted player path in first chase
-Fixed columns in final fight being able to kill you in one hit
-Updated and fixed model collisions (still some objects missing collisions, like the crystals)
-Removed some player obstacles to make the first chase feel smoother
-Fixed players being able to long jump into start cinephys and get stuck
-Removed collision from certain ceiling props to make sure they do not stop the player
-Removed fire fumerol from final boss section
-Reduced screen shake caused by fire damage
-Lowered damage from Gonarch fire
[b]Interloper Known Issues[/b]
[b]Interloper Map A[/b]
[b]-Occasional crashes in village[/b]
-Alien Grunt sometimes gets stuck in his animation sequence at the start of level
[url=https://clan.cloudflare.steamstatic.com/images//8672783/0178ee3d53b7647b380e69e491e98415f06f41fd.jpg][img]https://clan.cloudflare.steamstatic.com/images//8672783/2a34b905c57ced5ebd8427f4d4d33b646a3f5dbf.jpg[/img][/url]
-Some models missing collision
-Dynamic lights are occasionally off map-wide
[b]Interloper Map A1[/b]
-Sun shadows popping in at the end of the level
-Texture seams in water models
[url=https://clan.cloudflare.steamstatic.com/images//8672783/fade173881b0a7d878d23a200f263a92d44992e3.jpg][img]https://clan.cloudflare.steamstatic.com/images//8672783/693572a06c9ccbaa87181d69302ca97f4b949bcc.jpg[/img][/url]
[b]Interloper Map B1[/b]
-Waterfall particle early in the map ends too soon
[url=https://clan.cloudflare.steamstatic.com/images//8672783/30a66384faaa3f9516ec263e63a8ea824d8c51f1.jpg][img]https://clan.cloudflare.steamstatic.com/images//8672783/e9d5ba0034fdef9462288bc2132cb6c58f6c38d7.jpg[/img][/url]
-Elevator outside control room 1 sometimes shoots you into the death ceiling, causing a cheap death.
-Player occasionally gets stuck in "sucky vent"
-Bad performance in the control room 1 and 2
-Water missing refraction effect while underwater
-Seams between water models
We’re really looking forward to watching everyone play these levels. We will continue to polish and improve performance, as well as implement any feedback from the beta.
Thank you everyone for you patience and feedback!
https://discord.gg/PSZfh8N