The following changes have been made to Transliminal: Beyond The Backrooms:
Additions
- Added flashlight voltage to Quick Status
- Cueballs
Tweaks And Fixes
- 4 second delay before ‘Move to Stand Up’ prompt after sitting
- Anchoring to Gateway also sets current Level to 3 so if the game is quit directly after anchoring it will load back into gateway
- Fixed missing bounds at the top of Castle stairs in the Playgrounds that allowed clipping into the hill
- Doors at the bottom of the Scale Puzzle in The Pools are now blocked off until the water has finished draining
- The Bucket for the Scale Puzzle is no longer throwable
- Added top platform collider to grey lockers
- Changed the size and position of ground element during new game falling intro
- Exit doors will not lead to The Pipes unless they have been unlocked via another entry method
- Pipes reflection maps are now baked
- Fixed splash particles texture that was invisible
- Fixed cases where an invisible wall would spawn when opening the generator rooms in Level 1 that was intended to be a trigger that disabled the generator sound effects. The trigger now works as intended; Not blocking the player
- Eating a Memberberry will only fade the screen to white when eaten for the first time and when eaten in levels other than that level
- Implemented another method of validating Green Mold blooms to further prevent them spawning on nonsolid walls
- Exit doors may now lead to Level 1
- After The Electrics have been visited they can be reached via the Elevator
- Increased rotation speed of emergency lights that were never updated after converting rotation scripts to universal time
- Fixed open and close trigger alignment on overhead counter cabinets
- Scene props no longer disappear after collecting a Phase Emitter from the Pools Scale Puzzle
- Fixed several world blocks in Level 2 that were spawning in the wrong sectors overlapping other world blocks and causing lag
- The Pocket Watch may be collected on the body of a dead duller in the crawl space
- Exit methods in The Hospital disable other exit methods to avoid multiple exits spawning on top of one another
- Quick status tutorial no longer appears after every load
- Quick status will not show some items if their quantity is 0
- Disabled other colliders on Smiler when shot with Phase Emitter
- Smilers are destroyed after a shorter amount of time after shot with Emitter
Just a handful of fixes.
Happy Independence Day to my US Players,
-=[ ComAdore ]=-