Whisper2 From The R1ft launching June 21st
Whispers From The Rift v1.0 coming June 21st A direct prequel to CONSORTIUM VR...

Whispers From The Rift v1.0 coming June 21st A direct prequel to CONSORTIUM VR...
IMPROVEMENTS: -Polishing pass of interface and HUD - corrected a number of fonts and colors to better pair with the HUD font/color paradigm established in Consortium: THE TOWER. -Updated the Info Console - accuracy improvements and other minor fixes, now in sync with stand-alone
IMPROVEMENTS:
-Polishing pass of interface and HUD - corrected a number of fonts and colors to better pair with the HUD font/color paradigm established in Consortium: THE TOWER.
-Updated the Info Console - accuracy improvements and other minor fixes, now in sync with stand-alone Info Console program.
FIXES:
-Fixed rare/edge case non-progression that would occur upon loading a saved game made during Knight 15’s opening speech just before she hands over the CMC - in this one case, her hand would be empty. (fixes the one and only case where an ISS has started but was paused so will play again (K15 group 80) but had the flag HasPlayed already set so would not fire the started logic again which caused the CMC to be missing from K15s hand).
Consortium: Info Console Greet1ng2 Seekers, As of today, anyone and everyone can download the completely stand-alone application “Consortium: Info Console” from itch.io, free of charge. Please feel free to share: Namaste, – iDGi – iDGi on Discord "We need to start imagining the f
Greet1ng2 Seekers,
As of today, anyone and everyone can download the completely stand-alone application “Consortium: Info Console” from itch.io, free of charge. Please feel free to share:
https://idgi.itch.io/consortium-info-console
Namaste,
–iDGi
"We need to start imagining the future or it will get imagined for us, and the ways that it has
been imagined thus far don't seem very attractive”
—Mohsin Hamid
Happy 2olst1ce 2eekers1 ! You can now play chess against the Zenlil A.I in the lounge…can you beat the machine? This feature is very likely to be the final “cherry on top” for this production. THANK-YOU SO MUCH to everyone who has helped us track down and fix the lingering issues
You can now play chess against the Zenlil A.I in the lounge…can you beat the machine?
This feature is very likely to be the final “cherry on top” for this production.
THANK-YOU SO MUCH to everyone who has helped us track down and fix the lingering issues that we missed leading up to the release.
The iDGi roadmap for the next little while:
IMPROVEMENTS:
-The chessboard in the Zenlil lounge can now be used to play chess against A.I.
-Added social links to front end
FIXES:
-Fixed cases of the players orientation getting broken after being in the med bed causing movement to become very strange and broken
-Meta Quest: Fixed glaring performance issues in the VT missile defense (turned off sky material in C3800 for mobile for time being)
-Fixed other languages displaying the correct string for "lights!"
-Fixed cases of sounds fading out while saving a game playing again when loading that game and getting stuck on (med bed loop for example)
-Fixed the room system not being cleared when going into dream 2 (fixes the sky erroneously displaying)
-Fixed low quality clouds showing up in limbo / C3800 VT
Until next month,
-iDGi
"We don't develop courage by being happy every day. We develop it by surviving difficult times and challenging adversity." - Barbara De Angelis
FIXES: -Fixed non-progression bug that could happen with the controls for leaving the Bishop’s bed after dismissing pawn64 because you told him the truth about wade listening in. Now properly allows the player to get out of bed at the right time, if they choose to (for meeting wi
FIXES:
-Fixed non-progression bug that could happen with the controls for leaving the Bishop’s bed after dismissing pawn64 because you told him the truth about wade listening in. Now properly allows the player to get out of bed at the right time, if they choose to (for meeting with K15 or use the VT), and will carry onto the dream if they stay in bed.
-Fixed non-progression bug that could happen after the Pawn 64 "incident" if you told R25 about the traitor organically (as opposed to her asking you...). Now correctly forces the player to meet with K15
-Fixed issue where if the Pawn 64 incident occured *and* the player has not yet told R25 who they think the trator is, the timing of meeting up with K15 at her office was screwed up.
-Fixed timing with K15 showing up to open her office if the Pawn 64 incident did not occur, preventing an unnecessarily long wait for her to show up
-Fixed erroneous long "pause" that was in the pawn64 "incident" just after it started.
-Fixed erroneous early failing of objective that gives the player choice of VT, bed or meeting K15.
-Fixed turning on/off bishop cabin lights not making the lights on/off sound in the last half of the stream
-Changed using bishop's bed ISS prompt to be simply "lights!" so that it works as a toggle
FIXES: -Fixed issue where the "use virtual trainer or sleep in your bed" objective could clear too early, making it unclear to some players how to progress (and was mistaken for a "soft-lock" at least once). -Fixed issue where washroom light glitches would not be active in the la
FIXES:
-Fixed issue where the "use virtual trainer or sleep in your bed" objective could clear too early, making it unclear to some players how to progress (and was mistaken for a "soft-lock" at least once).
-Fixed issue where washroom light glitches would not be active in the last half of the stream.
-Fixed not being able to rebind axis keyboard controls (Remastered mode)
-Added button to revert all input rebindings to defaults (Remastered mode)
-Fixed rebound conversation select keys not showing the rebound key name on the conversation select HUD elements (Remastered mode)
Fixed crash when loading saved game that could occur. FIXES: -Fix for loading game crash which occured in a recent report. The exact cause is still unknown, but fixes and mitigations have been added. -Improved stream ending text lines for Kiril incapacitated when gassed
Fixed crash when loading saved game that could occur.
FIXES:
-Fix for loading game crash which occured in a recent report. The exact cause is still unknown, but fixes and mitigations have been added.
-Improved stream ending text lines for Kiril incapacitated when gassed
If you report ‘em, we’ll fix ‘em. -Fixed being able to erroneously heal Wade after he's rescued -Fixed issue where the convo with K15 about dancing could be triggered twice. -Fixed traitor battle music not playing correctly -Fixed the traitor setting off the first flee elevator l
If you report ‘em, we’ll fix ‘em.
-Fixed being able to erroneously heal Wade after he's rescued
-Fixed issue where the convo with K15 about dancing could be triggered twice.
-Fixed traitor battle music not playing correctly
-Fixed the traitor setting off the first flee elevator logic when attacking from the virtual trainer or Bishop 8s cabin if they accidentally move into the elevator to flee incoming attack
-Fixed zenlil core health sometimes getting stuck on during save reload
-Fixed the ending iDGi decent tunnel not loading correctly in some circumstances and causing the ending to hang
-Fixed the ending iDGi decent tunnel not loading correctly in some circumstances and causing the ending to hang
We have fixed all of the remaining issues reported to us (and more…)! (we think…) Fixes include a really bad bug that would happen when saving/loading universes during the last half of the narrative stream - this bug could cause all sorts of havoc, including breaking the “saving
We have fixed all of the remaining issues reported to us (and more…)! (we think…)
Fixes include a really bad bug that would happen when saving/loading universes during the last half of the narrative stream - this bug could cause all sorts of havoc, including breaking the “saving wade” sequence, virus logic breaking, etc.
While there may still be lingering unknown issues, the build should be in solid shape now! Kindly let us know if you run into any more problems, and we’ll fix ‘em right away.
MAJOR FIXES:
-Fixed issue where any universes loaded during the last half of the narrative stream would fire off all the starting logic for the last half of the stream (logic that should only ever fire once…), CAUSING HAVOC. (Fixed OnStart on logic_choreo_scene ents firing again when a level was restored on any choreo ents which were currently running)
-Fixed traitor not being damageable. (Fixed scripted sequences saving the incorrect state of NPC damageability and setting NPCs to be non-damagable after their animation state ended. This is only the case where a save was made durring an NPC scripted animation. NPCs damage state is properly restored now.)
-Fixed “pawn 1 dead” global not being set, and put some extra insurance to try and help some saved universes be in sync. (this bug was accidently introduced just before 1.0.0…).
-Music volume levels and attenuation settings fixed up across the entire stream
-Fixed issue where a big chunk of the new king convo was inaccessible for everyone
-Fixed non-progression that would occur at the end of the convo with Kiril in the brig if he disliked the seeker
FIXES:
-Improved how NPCs which fall out of the map are handled. This fixes cases of loading universes and NPCs falling out of the stream environment, causing NPC dialog logic to fire erroneously.
-Fixed incorrect group sequence being assigned to a zenlil 1 choreo scene
-Fixed proximity sphere around initial stealth merc standoff not turning off in time which fired standoff groups which shouldn't fire if the player has already started attacking
-”Killed by” text in ending screen will now not include an "a {thing}" unless refering to an enemy unit, not an NPC name
-Fixed traitor not attacking the player during confrontation in bishop 8s cabin if the player mildly attacks them first
-Fixed traitor not wearing VR deck in cabin confrontation
-Fixed suffocation event not turning off in Bishop 6's cabin
-Cleaned up jank from info console buttons
-Fixed issue with the "k15 and Wade dancing” vid
-Fixed issue where traitor did not appear to materialize her KAR in during the confrontation.
-Fixed broken mission pod 1 launch sequence erroneously firing and the pod itself appearing to be back in the hangar bay briefly
-Fixed k15 line cutting off during saving wade
-Fixed lights being turned off when confronting traitor in b8's cabin - now lights only all go off for the traitor battle.
-Filled in collision holes in hangar bay
-Fixed Kiril not appearing to grab the cell bars correctly. (fixed kiril not able to have lower body bones gesture influence because of the looping scripted idle sequence he was in)
-Fixed traitor getting stuck in a super angered state if they were attacking the bishop before being knocked out and put in the brig
-Fixed issue where chapter saves caused hitches in NPC dialog
-Fixed failing "confront ###" objective too early when players can still technically complete it
-Fixed transform track in queen line
-Fixed all “Kiril intro pre-EMP attack” K15 chair bouncing
-Fixed the jank caused by a posture anim on pawn 64 being applied while he was in a movement sequence
-Pawn 64 will now correctly stop his movement if he is close to the bishop while running to him to talk to him
-Fixed being able to sneak by pawn 64 when agreeing to talk in the cabin and breaking things (rare).
Missile Defense:
-Fixed ending conditions of “Easy” so it doesn't end so early
TWEAKS:
-Updated localization with latest changes
-Tweaked lounge window virus behaviour
-Suffocation damage reduced from 20 to 4.
Missile Defense:
-Slightly boosted difficulty of Easy missile defense
-Boosted difficulty of final wave of hard missile defense
Our deepest apologies to everyone who hit these issues! We are watching all feedback closely - kindly consider posting any issues you find in the Bugs and Issues forum either on Discord, or here on Steam. FIXES: -Fixed hand direction movement control for VR which had a couple of
Our deepest apologies to everyone who hit these issues!
We are watching all feedback closely - kindly consider posting any issues you find in the Bugs and Issues forum either on Discord, or here on Steam.
FIXES:
-Fixed hand direction movement control for VR which had a couple of issues. It used the wrong direction for movement AND was the wrong hand.
-fixed being able to open the bishop menu in limbo
-fixed the laser dot not showing on menus in VR
-Fixed issue where players could get stuck on the bed, causing a non-progression.
-Fixed issues where the VT Civilian Defense scenarios could not be loaded/played at all, due to an issue we introduced just before 1.0.0 🙁
-Fixed timing issues around K15 coming to her office and the player arriving at the office that were pretty bad in the case where players just spoke to pawn 64.
-All PC keyboard and controller bindings no longer affect VR mode in any way. There could have been bugs by pressing 2D controls in VR mode. Did notice one where pressing the crouch button would make the VR player slower, as if they were crouched.
-Fixed issue where the Chapter 6 save could erroneously occur inside the elevator in certain circumstances
We accomplished what we set out to accomplish in late 2019! There is no VR game like this and we feel that this represents a whole new kind of VR based storytelling - VR Interactive Cinema! Here is a link to an iDGi blog post we just made that goes into history about us. Where we
We accomplished what we set out to accomplish in late 2019! There is no VR game like this and we feel that this represents a whole new kind of VR based storytelling - VR Interactive Cinema!
Here is a link to an iDGi blog post we just made that goes into history about us. Where we've been and where we're going.
We discovered and fixed yet more issues and a few important finishing touches to various parts.
IMPROVEMENTS:
-added option to make cast members names show over titles for subtitles, alignment indication. This fixes kiril being labeled "homeless mercs leader" everywhere instead of his name
-VT Civ Def 3: a whole bunch more cylindrical cover added to 5 floors, added cover and polished patrol nodes
-Added solid fence static meshes to VT combat 1 and 2's fences to fix collision issue
TWEAKS:
-Two info console image tweaks
FIXES:
-Fixed new king convo erroneously discussing the traitor if the player did not discover them
-Fixes around all pawns going to barracks, no longer in perfect sync
-Fixed ending disconnection tunnel music not playing
-Hiding the "holster" hint now if you choose to attack in stealth boarding before holstering. The hint would stick around forever otherwise, well until the next holster…
-Fixed input button hints text in video tutorials sometimes being hidden
-Fixed case of pawn 44 not getting to mission ops and being stuck in bed in zen 2. His sitting up idle sequence was not cancelled like his other one.
-Fixed being able to get into the cockpit with kendra and wade...naughty bishop
Moaar major fixes and improvements. Major tutorial overhaul. Final touch music. Looking good for v1.0 dropping in t-minus 2 days... IMPROVEMENTS: -Two new pieces of music for climax bits -Major overhaul to Bishop tutorial scenarios - there are now 3 -french localization -updated
Moaar major fixes and improvements. Major tutorial overhaul. Final touch music. Looking good for v1.0 dropping in t-minus 2 days...
IMPROVEMENTS:
-Two new pieces of music for climax bits
-Major overhaul to Bishop tutorial scenarios - there are now 3
-french localization
-updated german, french, spanish game translation to latest
-big iDGi-1 accuracy improvements to the merc stowaway sequence
-all pawns reporting to the barracks now when asked to.
-improved secondary attack tutorial in VT tutorial and added primary attack button action hints as well
-pressing bishop menu buttons in VR properly toggles the bishop menu now
-swapped jump and crouch stick buttons for VR so you can take running jumps
-VT panel will now change to the next scenario (page and widget) when the user finishes a whole set of levels of a scenario
-ensured all HUD elements like indicators and such get cleared when in quantum limbo
-added foley sounds for kiril falling to the ground and pawn 64 banging on the door.
-subtitles for the training levels
-basic hint tutorials for healing and repairing when the players health or armor is below 100%
-New massively improved soundscape for strafe attack
-Sparks after EMP attack now have sounds, especially the massive sparks that are on immediately after attack
-Seeker can now effectively skip the king convos now through dialog.
-extra checks for the friendly fire checker so it isn't so strict.
-fixed pawn 19 getting sucked out the airlock. Fixed player push directions for airlocks. Improved ragdoll magnets system for airlocks in general, now uses a handoff system so ragdolls are pulled through multiple force points, handing off from one to the next.
-added missing subtitle text to the script for group 118 (R25 angry while lying down).
TWEAKS:
-Removed outdated info console tutorial video (may re-visit this and add back in enough folks don’t understand the console)
-added mouse button icons to key lookup functions
-last quantum limbo the player is now 2x faster
FIXES:
-Fixed recently broken p1 not dying when he bled out (NON PROGRESSION)
-Various missing subtitles fixed
-fixed info console Vidal text not working well in wide resolutions
-bishop menu bumper tab select controller indicators are now hidden instead of collapsed so the screen doesn't shift when switching between control modes
-info console search field now de-focuses to allow re-focus to open the virtual keyboard if needed
-fixed controller navigation in performance tab breaking if some options are hidden
-fixed overlapping cmc talking that could happen after dealing with Kiril
-fixes around the elevator sometimes getting stuck, breaking, etc
-no more collision on connection cage for VT levels - fixes getting shoved out of VT levels
-fixed the wrong door being opened to let pawn 4 out of the barracks.
-fixed cast selector being cut off for certain resolutions. Adds a scrollbar now and setup for controller.
-fixed forcing an NPC out of a chair into another one immediately using EnterChairImmediately not fully taking them out of their previous chair and leaving them in a "stuck" state not able to leave the vehicle they are in ever again.
-fixed on load NPCs which you already took gear from showing as having more gear to take
-fixed virtual world chests (mission ops locker, CCU) contents counts not being saved
-fixed dual electrocutions of npcs in VR, not possible in 2D tho of course.
-fixed the directly of the npcs shield when electrocuting them with shields up
-fixed time dilation bugs in VR when in the bishop menu
-fixed the traitor taking a couple extra shots at you just before her body falls to the ground for blinking
-fixed oculus touch motion controllers sometimes getting an incorrect pitch applied to them. Need to check index and wand controllers for similar issues.
-made the border around controller bindings a bit bigger so there is less aliasing in VR
-fixed cases of NPCs getting stuck in crouch
-fixed NPCs jumping down from crouch areas like into the lounge
-fixed NPCs in crouch areas standing up when they shouldn't
-fix for pawn 1 floating up because of root motion collision and an off bug in the character movement component…
-fixed checkerboard material on one of the recharger skin indices
-fixed case where the civilian defense level was not unlocked for the player.
-fixed being able to leave the VT booth while talking with traitor and just walk away... The blocker was turned off too early.
-fixed issue of being able to break the “boarding by force” event and even erroneously appear to let mercs into mission ops…
-fixed being able to suck the traitors empty suit or dead body out of airlocks which prevented you from getting the chip off the body
-Made the fence mesh in VT use complex collision so you can shoot through it.
-Fixed all K15 chair bouncing in Queen convo.
-Now turning off K15's idle anims the moment the player click talks her.
Still so many fixes and improvements to the complicated beast with a lot of moving parts that is CONSORTIUM VR / Remastered. There will be a Release Candidate 3. Good chance there will not be a fourth. ;-) IMPROVEMENTS: -Improved dialog choice fading in and out -Added a loading p
Still so many fixes and improvements to the complicated beast with a lot of moving parts that is CONSORTIUM VR / Remastered.
There will be a Release Candidate 3. Good chance there will not be a fourth. ;-)
IMPROVEMENTS:
-Improved dialog choice fading in and out
-Added a loading plane if the game is taking a while to load levels during the connection sequence. Waits 5 seconds before bringing it up.
-Starting universe: made the scaling of the sumerian symbols smooth instead of using delays, and no longer will that enlargening happen at the end
-can now close the bishop menu with the escape button
-Some key improvements to the mechanics of the traitor and the location indicator of every NPC on the alignment screen
-new audio syncing code from 4.27 merged into ToLife voice sequencer playback
-custom death strings for sucked out of plane, zenlil explodes, shocked in lower avionics, and suffocation in cabin
-universe description and date string added to career record export (for importing into THE TOWER)
-some tuning to the friendly lock check to improve cases in the traitor fight
-added brightness adjustment setting
-No longer playing turbulence jostles on the mercs.
-R25 escorting petar into brig is now much more accurate
-improved naming for some characters, got rid of erroneous ":" in some descriptions of characters
-Shortened alignment cast job descriptions so none of them bleed over their box.
-moved floating ISS HUD up for VR
-Improved the VT tutorial to no longer do the PCU step, and cleaned up the other steps a bit more
-VT Civilian Defense 3: Moved start position to bottom and removed bottom civie drop-box - now it’s about bringing them all the way up. Developing…
Information Console:
-New art and layout
-Improved the info console background
-Spaces are no longer accepted in searches and all searches are sanitized of punctuation internally.
-Fixed articles which are already marked read not showing this by being dimmed when returning to the search results screen
-Added info console "what is this" screen
-Improved dialog choice fading in and out
-Added a loading plane if the game is taking a while to load levels during the connection sequence. Waits 5 seconds before bringing it up.
-Starting universe: made the scaling of the sumerian symbols smooth instead of using delays, and no longer will that enlargening happen at the end
-Breaking news edits
-Setup read article state toggling
-Search word font now matches font of search box characters
-real fix for info console image scaling ;) Uses the image size to know which scaling method is best.
Controller and SteamDeck:
-added missing space for extra steam deck bindings
-updated the xbox back and start buttons to be the new appearance for special left and right, not the old 360 one
-can now select click talk ISS options with the controller analog buttons
-No F keys show on ISS for controller mode
-added controller tutorial for the ISS using action hint events
-showing the first selectable option on the ISS by default when in controller mode
-More work on the cursor hiding saga. I am now forcing the cursor to be invisible when it shouldn't be shown.
-some text tweaking for steam deck requirement
Missile Defense:
-Better font on the manual weapons text
-EMP missiles: collision size now matches the actual missile size, and massively increased homing acceleration magnitude.
-F35 Explosion scale and particle system polish
TWEAKS:
-CEAR power boosted just a tad.
-changed button title for information board to "iDGi-1 Information Board" like the title of the info board
-removed redundant ZENLIL from location name on alignments
-improved crouch volume on battery crawl from hangar
-no more frag grenades in VT tutorial 2
-renamed VT tutorial 2 to COMBAT GEAR
FIXES:
-fixed inconsistent grenade firing for NPCs and got rid of some unneeded complexity in general
-fixed loading a 2D save in VR having a strong potential to have offset the player into a place they shouldn't be
-fix for source engine collision rep being at the VR players location in roomspace for a second before things are fixed causing triggers outside of the players actual location to be fired
-fixed the following achievements (Steam and Meta Quest): Mister UnCongeniality, Everyone’s a Fan! ,True Neutral, Wirehead, You're so Strong
-fixed ending tunnel bounding box being reset....
-fixed camera jump at start of 2D game. Now the camera is properly set to the right height when starting a 2D game. Also, the height is slightly higher so the connection sequence is easier to see / more in the center
-fixed hangarbay canisters not being recyclable.
-fixed lounge chess board chairs and drawers poping in and out when in globalops because of too short draw distance
-fix for recycling location on body, not from capsule
-fixed “wake up” news screen erroneously depicting Malcolm Thomas as the newscaster due to a very old iDGi-1 bug.
-fixed some missions not completing because of some old requirement I can't quite remember the purpose for
-fixed the chapter save firing again when loading a chapter
-Fixed VT combat 2 navmesh, spawning locations and loadouts improved, added charger,
-Fixed various issues with the traitor spawning incorrectly, not showing when they should, etc.
-Fixed alignment widget so all text is plenty big and consistently scaled.
-Can no longer get stuck in upper avionics if you head in before R25 heading to get yanko
-Can no longer get stuck in the cell with yanko if you go in before him
-Can no longer sneak past traitor if they confront you at your cabin
-Fixed pawn 32 getting teleported into upper avionics by a scripted sequence that was supposed to be set to R25
-Fixed traitor not ending up in the brig or in the barracks, depending on the circumstances
-Fixed teleporting R9 to chairs, not needed
-Fixed R25s appearing to still have her weapon equipped when she was done dealing with putting petar in the brig
-no longer slamming the VT booth item to index 0 after a level
Missile Defense:
-fixed damage to zenlil from the player not entering the manual weapons in time not being applied to the minigame because it wasn't ready yet
-fixed being able to enter the minigame even tho zenlil was exploding from waiting around
-fixed explosion particles not showing sometimes when destroying fighter jets with the laser
Many VR fixes, finishing touches, various critical fixes, major Steamdeck support improvements, VT levels finished and more. This is an early “release candidate”. All that remains: further testing, fixing bugs and important polish. We would love any and all gameplay feedback for
Many VR fixes, finishing touches, various critical fixes, major Steamdeck support improvements, VT levels finished and more. This is an early “release candidate”. All that remains: further testing, fixing bugs and important polish.
We would love any and all gameplay feedback for the newly updated (possibly finished?) civilian defense VT scenarios. Updates include major improvements to civilian AI. Hop into our Discord, post here or send us feedback via the in-game bug reporter.
IMPROVEMENTS:
-Setup controller image screens with labels for deck, xbox, oculus, and index.
-Hooked up radar charts to the end game career record.
-Split incapping beam sounds between incap and healing - healing now has a sound that is in sync with the time it takes to heal things.
-Adding impulse now from the CEAR laser so you can push people with it
-Radial damage is now properly calculated
-Friendly fire lock check has returned! Supports VR as well now.
-Fixed radial damage against shielded enemies not orientating the shield mesh in the right direction
-Finished/Fixed VT “Death Gauntlet” example level with built in editor - 10 soldiers and 6 civies total. Now with patrol nodes. Tuned and tweak for fun - I think it's a neat little "puzzle" level now.
-Skin will now show gore if damaged by bullets fire
-Shock grenades now do way less stamina damage per blast - result is more instances of "enemies temporarily shocked" rather than straight to unconciousness.
-Frag grenades now do way more stamina damage and less health per blast - now, shielded combatants (even just 1 strommon shield) will still be alive after one frag grenade, BUT they will likely be knocked unconscious unless heavily shielded.
-Polished frag grenade and shock grenade explosion sound cues
-The player can now recycle grenades, but you have to be quick!
-Zenlil Core “broken” sound polish
-5 new lounge screens added to the rotation.
-improvements to the physics ragdoll bodies. Less spring when ragdolling them in different downed poses. It is pretty hard to fix overall because the animation forces the body to intersect the ground at several points and the physics engine trys to de-penetrate those bodies when ragdolled.
-VT Civilian Defense 2: New time based leaderboard score modifier calculated when level ends successfully. Score gets boost if the VIP is saved in 15 minutes or less. Largest boost: if completed in 50 seconds or under (can you do it?)
VR fixes and improvements:
-virtual desktop XR runtime support
-fixed missing controller icons for VR (tutorial video and message board)
-tutorial videos play with time dilation for VR and paused for non-VR. Pausing breaks so many things in VR unfortunately…
-disabling oculus OpenXR plugin in PC packages. This should fix the issues with running in steam.
-ditched buggy HP mixed reality controller plugin… (note: game still supports HP mixed reality headsets/controllers, this plugin has simply been deprecated).
-fixed controller button highlighting showing in VR mode
-fixed not being able to get back to the main menu in VR using Oculus Link through SteamVR
-VR controller text updates when you switch from left handed to right handed
-Bishop menu opens with the unused VR controller button
Missile Defense:
-Fighter bullets hit c3800 more often now, all three C3800 shield types are triggered more often now from incoming gunfire.
-Changed up kill numbers that relate to dynamic difficulty increases, changed "starting period" difficulty numbers for better initial pacing.
VT Civilian Defense 3:
-Now player exit is only up top and has the animated tall tower thingy
-Spawns mostly finished
-New center geometry - the power or computer core for the station once it becomes operational.
-More cover added in various spots, spawning times tuned and loadouts modifed for difficulty - it's definitely a fun/hard challenge now. Very hard to not lose civies.
-Loading animation polish
VT Civilian AI:
-Civilians will no longer try to move places when knocked down
-Soldiers will no longer target immobile civilians
-Civilians will now cower if shot while not running some place
-Civilians will no longer stop following the player if shot, unless they are knocked down or killed of course
-Civilians will no longer give up on hiding if they are spotted, but will try to move to better hiding spots if possible
-Civilians will no longer say scared lines about knocked down soldiers
-Civilians being attacked will ONLY run to a hiding spot if they aren't already following the player
-Will now not show civilian talk actions over their head IF the civie is immobile
-CEAR laser and bolts now do damage to vt civies.
Steamdeck / 100% controller mode:
-Can now cancel selection of drop down option via B button or whatever is bound to MenuDeSelect
-Hiding more PC glyphs when in steamdeck / big picture mode
-Online subsystem queries now all come from the cached gameinstance pointer instead of re-creating each call which spammed the console
-More fixes and improvements to difference between mouse/keyboard mode and pure controller mode
-Info console text field now controller focusable which will summon the virtual keyboard on steamdeck
-InputMode changes are now considiated into the game mode so it is always known when an input mode is active and when to show / hide the cursor if needed
-Fixed not being able to dismiss tutorials using controller
-Can now recycle using the trigger if PCU is full. Also fixes the crosshair icon not changing.
-Fixed flickering hotslots on steamdeck when using the gyro
-Setting resolution to steamdeck native on steamdeck and forcing fullscreen mode on steamdeck and big picture mode
-fixed xbox inverse face button colors and changed button glyphs to mock modern design
TWEAKS:
-Removed delay for changing the merc disposition after Kiril is downed
-Added more force to shotgun shell blasts
-Reduced itempiercingAmmo (KAR ammo) storage space from 35 to 10
FIXES:
-Oculus Leaderboards up and running for the Quest
-More improvements to showing world HUD ISS's. This change fixes some more cases of blipping ISS windows for talk anywhere convos and more VR cases. They should be all fixed now. ;)
-fixed another bug with mobile low clouds where they weren't horizon blending because of precision loss... This was supposed to be easy ;)
-fixed clouds script sometimes trying to reference the clouds sequence too early
-fixed lower scores overriding higher scores for the leaderboards
-CEAR bolt release events will no longer cause errors when the weapon has been dropped by the AI while bolts are being released
-fixed combat not starting when AIs disposition is changed not from being attacked
-fixed Kiril talking while dead or unconscious ("kill the bastard, kill him now")
-fixed issues with not being able to loot unconcious Kiril if he is gassed
-mostly fixed legacy iDGi-1 issues with the visual accuracy of Kiril being gassed in the brig (developing…)
-fixed bullet trajectory being affected by the invisible capsule used by the AIs. This would cause the players bullets to go in strange directions if the capsule was in the way of the players shots. Ragdoll AIs whose capsule was left around the world would cause this the most.
-fixed dazed AIs not firing at the player and improved the stagger applied to dazed AIs and improved the stagger of AIs shooting at the player while they are running fast.
-fixed AI relationship reverting mercs back to attacking the player while they are escaping because of a delay before attacking if you attacked kiril
-fixed all inventory weapons set to visible when respawning or dieing in the VT
-fixed VT active weapon not being destroyed when respawning, changing level, or dying in the VT
-fixed loading a VR save on 2D mode causing weapon bullet hit location to be calculated incorrectly
-fixed ammos not being combined in the PCU if PCU is full of utility
-fixed up multiple broken "Wade zapped by core" VO / SFX timings
-Now turning off the cockpit button (and changing cockpit skin) that shows K15 and Wade dancing just before the global check is made. Fixes issue of video apparently being ignored by Wade.
-R13 no longer faces p64 while walking away after cabin incident
-Updated iDGi-1’s accuracy state of the virtual window above the chessboard in Lounge, will now no longer be erroneous when it is not supposed to be.
-fixed pawn12 and pawn24 not being in the Barracks at the end if players never entered the med bay in Z2 and had the traitor fight.
-fixed rare bug where Pawn 1 could appear to be alive, but iDGi-1 thinks he is dead - the logic that kills him now properly disables the logic that triggers from saving him.
-Fixed some recyclables not being visible on Quest devices
-fixed draw distance on bishop 8 suit locker parts, culled from galley
VT Editor:
--Fixed editor windows sometimes getting overlapped because they get too large or falling off screen in 2D mode
--Fixed editor tools broken in VR in general...
--Fixed invisible floors blocking interaction traces in VR
Missile Defense:
-fixed VT Missile Defense score spam issue - now properly lowers score by one point per missile that explodes into C3800
-fixed issue where the scenario would always be set to “easy” because of a missing "_" in the global name being checked when turning miningame on.
-fixed issue with overlapping and non repeating music
-fixed enemy fighters not firing missiles which was broken by very recent difficulty improvements
VT Civilian Defense 3:
-fixed not being able to get into wilconson ceiling
-fixed issues with respawning
-fixed issues that stemmed from a failed cast in the CivDef3 level blueprint, due to the wilconson level not having loaded yet
-fixed a whole bunch of missing collision in newly created level geo.
This build is almost a true “release candidate”. Any and all feedback and bug reports are still welcome! Not much left to go - basically just more polish and more testing/fixing…. IMPROVEMENTS: -Improved low quality sky visuals -New non-volumetric clouds -VR: ISS choosing to snap
This build is almost a true “release candidate”. Any and all feedback and bug reports are still welcome! Not much left to go - basically just more polish and more testing/fixing….
IMPROVEMENTS:
-Improved low quality sky visuals
-New non-volumetric clouds
-VR: ISS choosing to snap to the right also checks if you are looking right at an NPC, not just at the ISS snap location
-VR: Fixed blip to show ISS on device
-VR: Fixed the progress bar on the "head to front end" hold button not progressing
-VR Quest: Voice active checkbox is now updated every time entering the audio options area. This is important for device now since Oculus now does permissions without pausing the app which is great but broke this.
-Improved the look of NPC teeth
-Completely finished polishing all information console articles and images.
-Information console has received a major visual polish/completion pass.
-Can now recycle regardless of full energy - excess/waste energy is expelled
-Flashlight input and binding only available in tower now (it is not required/compatible with most of Consortium stream). It turns on automatically during traitor fight.
-VT editor endpoint plate now has the animating connection pieces sequence play and continue when the player finishes the level
-Explosion FX polish
-Release candidate passes on both VR and Remastered V.O.I.C.E. tutorial videos (tightened up text, fresh footage, unnecessary sound removed)
-Finished Alignment tutorial video - shortened and text simplified/made to match the video correctly
-VT Civilian Defense lvl2: spawning, geometry, loadouts polished. Level complete!
-VT Civilian Defense lvl3: fixed various spawning issues and made various improvements.
-Added missing "quick load game" key to bindings window
-AI soldiers will now have weaker “noticing” for non-player hated targets like they do to the player when wandering around before they become aware of targets.
-AI soldiers can now weild C.E.A.Rs
Missile Defense:
-Added "base crosshair" HUD element to F35 fighter that shows up over all fighters once they enter the battlefield so they can be better seen and targetted early. turns off once locked on.
-EMP missile capsule collision speed and seeking numbers tuned to look and feel better.
-Improved look of VT Missile Defense enemy fighters.
FIXES:
-Fixed erroneous alignment changes happening during traitor confrontation
-Fixed UV scrolling materials in dream which wouldn't work on mobile (Quest)
-Fixed symbols in quantum limbo
-Fixed nasty bug in VT editor causing pile up of editor tool buttons
-Numorous VT “bishop tutorial” fixes and improvements
-Fixed being able to ride projectiles…
-Fixed being able to shoot yourself with projectile weapons
-Fixed impact particles on projectiles not always showing in the proper location
-Fixed not being able to shoot youself with a cear bolt (one that has hit something and comes back at you)
-Fixed radial force on grenades so explosions can push bodies around
-Fixed fighter jets not being restored on load (it was just their position and was caused by an optimization). All current save games will restore them now.
-VR news AI reporter lines cleaned up - fixes long-standing bug where iDGi-1 erroneously attributed some lines to Malcolm Thomas.
-Fixed VT civilians saying two lines at once.
-Fixed elevator room bounds sticking way into the hallway which was causing the skybox to not be turned off in the VT sometimes. Not sure how this actor got nudged…
-Fixed VT editor level AI groups not working which led to bad behavior for "go to the exit" or any AI node queries really....
-Fixed VT user scenario Death Gauntlet level conditions not being meetable. Also set a level fail condition of losing 1 friendly.
-Set VT user scenario Held in Heat to fail if losing 1 friendly.
Missile Defense:
-Flatscreen: Fixed issue where EMP missiles would erroneously launch while firing your laser at target.
-Now forcing "all targets" variable to be 0 before ending
-Laser fix for zen defense. Held laser will continue to track F35 even if not right on the target.
-Fixed civ def 3 civies not savable, could only save 1 and the others would just stand there.
-Fixed civ def 3 kill volume
Mostly hotfixing some issues… FIXES: -Critical fix for triggering ending dream logic during the initial connection limbo (causing the missing HUD when starting a new universe) -Fixed issue of stream completely breaking after talking with Petar. -J.W convo fixes -Fixed two more in
Mostly hotfixing some issues…
FIXES:
-Critical fix for triggering ending dream logic during the initial connection limbo (causing the missing HUD when starting a new universe)
-Fixed issue of stream completely breaking after talking with Petar.
-J.W convo fixes
-Fixed two more instances of k15 chair bouncing during Kiril convo
IMPROVEMENTS:
-Info Console articles and images (98% complete…173 images now)
-Quantum Limbo audio expansion
TWEAKS:
-Reduced volume of iDGi-1 stream distortion
Apologies for the confusion. This is a slightly older version of the game that does not have the BIZARRE "HUD not starting up when starting new game" bug. It still has the vast majority of the fixes and changes from 0.1.42.
Apologies for the confusion. This is a slightly older version of the game that does not have the BIZARRE "HUD not starting up when starting new game" bug. It still has the vast majority of the fixes and changes from 0.1.42.
The VR build works fine, but there is a major bug in the flatscreen mode where the HUD doesn't show upon starting a new game. To get around this, re-load your game.
The VR build works fine, but there is a major bug in the flatscreen mode where the HUD doesn't show upon starting a new game. To get around this, re-load your game.
A major bug was found in 0.1.42 when running in flat-screen mode where the HUD does not turn on at all. Will properly hot-fix, but have reverted the build for now...
A major bug was found in 0.1.42 when running in flat-screen mode where the HUD does not turn on at all. Will properly hot-fix, but have reverted the build for now...