ADDITIONS
- Add details to the planet's surface, such as rocks, plants, tree and other details.
- On the interface for choosing a time of day to sleep, you can now see on the UI whether the next night is a dark night or not. All in all, it's much clearer to understand.
- An SFX is played when the oxygen supply is blocked by sand in the suit.
- An SFX is played when the oxygen supply is no longer blocked by sand in the suit.
- When the character transitioned from different idle positions, there were no footprints at their location. Now, there are.
CHANGES
- The upper vertical limit of the camera position has been increased by 55%, allowing for a higher angle to better aim with the battle drone below.
- The indicator point of the mini-game The Machina has been slightly moved.
- The rock under the base generator pipe has been slightly adjusted in size and placement.
- Some of the claw marks have been resized.
- The camera now zoom differently on the character when running, making it more immersive.
- The miasm concentrated orb full of power is now slower by default, with its speed halved, but it now accelerates slightly faster.
- All miasm concentrated orbs and the miasm concentrated orb full of power now spawn directly on Queen Nocturne instead of at a specific location in the combat zone.
- The miasm concentrated orb full of power can now move more frequently, with shorter stop durations.
- The miasm concentrated orb full of power can now move slightly farther from its initial position.
BUG FIXES
- The collisions of different rocks have been revised to match the visual form in the surface.
- A tree don't have shadow.
- The vertical limits of the camera position, both up and down, have been standardized for both surface and underground.
- A fifth singularity was missing on the surface.
- The landing gear of the Z-One team’s spaceship did not take foot positioning into account, which could make the character’s animation appear visually rigid.
- The trigger of The Machina has been reduced in size to prevent it from being triggered at the same time as the blue force field.
- The red bar on the IU when oxygen supply is blocked by sand has been recentered on the oxygen icon.
- The FOV on the camera of CECLON's surface didn't have the correct ratio; it wasn't exactly set to 65.
- When running and stopping, the shadows could stutter due to changes in the camera's sensor size. The camera is now moved instead.
- The slider for the camera distance from the player and the camera rendering distance was not connected in the underground pause menu, which could cause errors.
- Two singularities in the central southern underground have been moved as they were on or too close to a rock or a miasm seal.
- One of the rocks present in the Queen Nocturne's combat zone did not necessarily stop the miasm projectiles fast infinite.
- If we were in stationary combat and started running directly without going through the walking phase, the running animation wouldn't play immediately.
- Some areas were inaccessible to the Nocturnes but accessible to players; these areas are now also accessible to the Nocturnes.
OPTIMIZATION
- Textures have been optimized.
- News and updates
- THE DARK SIDE OF CECLON
- v1.0.7 [patch 7]
Source: Steam Community (opens in a new tab)
