While I continue to develop the new entities for the next major update; I admit that I got a little side tracked adding some new features and options to the game that really changes the way it feels to play.
The new optional Survival Mode will have you eating stuff off the floor to stay nourished, Drinking crazy amounts of Almond Water to Stay Hydrated, and resting on chairs and beds to replenish Energy.
I think it really adds something to the experience. And I recommend that everyone start a new game and give it a shot.
I have also changed the color processing of the game for more accurate and performant colors. It definitely gives the game a new look. To accompany that I've also added an Image Brightness slider to the System Menu so you can tune how dark the game is for various monitors.
Inverted control fans rejoice! As I have also added the Option to Invert Y in the System Menu.
It's also now possible to find The Lantern in The Caves level.
There's also a ton of new elements, graphical changes, fixes, and optimizations.
For all the gritty details,
here's all of the changes that have been made to Transliminal: Beyond The Backrooms Version 0.0.985a:
New Additions
- Optional Survival Mode added
- Survival Mode option can be turned On and Off in the System menu.
- Entity setting and survival mode options are now Chosen when starting a new game
- ’Invert Y’ Option is now available in the SETTINGS Tab.
- Awakening lines will get more unhinged the more times you wake from dreams of death.
- New ending added
- Collecting the dream catcher prevents permanent sanity loss upon waking from dreams of death.
- Character now has new lines that reflect the various awakening states.
- Edible flora has been added to Caves
- Caves has more toxic fog
- More elevator music.
- Elevator messages
- An exit menu appears when the Escape key is pressed instead of exiting the game immediately
- Chairs may now be sat in.
- Camera lens splashes
- Frog Spring Rider added to Playgrounds
- More upper and lower level variation in level 0.
- Added Wind Turbines to The Playgrounds
- Added maximum sanity loss indicator to menu.
- Added Sanity indicator popup
- Folding Tables
- More insane menu text that changes with the MC’s sanity.
- Added an Image Brightness Slider to the System Menu to accommodate for displays of various brightness.
- The Game now saves upon opening and closing the menu.
Fixes
- Lowered intensity of Static when stamina is low
- Control tutorial during skydive intro teaches to use L mouse button instead of E which is used for peering.
- ASync calls are now recorded immediately after Connection.
- Players can now hold the LMouse Button to stand up from sitting without having to watch entire videos.
- Reworked some Pool Tile material properties for a cleaner look in Pools
- Fixed instances where the character would stand up from crouching while the player was still holding the LCtrl key.
- Fixed TV Bob videos not playing in some instances
- Fixed subtitle that stayed on screen for too long
- reduced brightness of reflection probe at bottom of spiral staircase
- Lowered the volume of an audio sample that was clipping and causing audio dropouts.
- Chance for Exit doors increased in rest stops.
- Added chance for more loot on gazebo tables.
- All active equipment is unequipped upon sitting down.
- Some water in Pools did not become disturbed upon character entering.
- Voice lines now only play once per scene loaded.
- Removed useless trigger on Level 0 exit door after opening it.
- Fixed overlapping accent walls in Pools starting area with materials that were Z-Fighting.
- Night Stand Drawers may be closed
- Lowered upper level section in dilapidated area that was floating.
- Changed Backpack Achievement event so it triggers even if the UI is turned off.
- More visual feedback from some menu buttons
- instead of the Sanity Spiral only appearing if Sanity is below Max Stamina, it now appears if Sanity is below 100%.
- Switches color to linear from gamma. Which should perform better and have more accurate colors.
- Enabled Virtual Texturing of mipmaps which should free up some ram.
- Added validators to disable some stair sections during generation in level 0.
- Floor grit layer was not disabling during insane floor states in certain quality levels of level 0 crosshalls sections.
- Tutorials should only pop up once per playthrough now.
- Gazebo benches may now be sat on.
- Master Volume settings are now saved and restored on load.
- Finally finished the subtitles on the Therapist TV Video
- Removed legacy code that was making some tutorials appear too frequently.
- Various Menu position adjustments
- Fixed some terribly misaligned light panels in level 0 that have been bothering me for a while.
- Corrected a visible wall bounds
- Resting now causes the character to quickly rest until their Energy is completely restored. This will also subtract the appropriate amount of Hydration and Nourishment.
- Menus may no longer be opened if the Player Character is not on the ground.
- Man Meat now only spawns if your Maximum Stamina is above 100 and is even.
- Reenabled a floor that was missing from a block in level 0 I had neglected to turn back on after making some changes. Oops. Sorry about that.
- Added a slight delay to MemberBerry teleports so the screen has time to fade out first. -Fixed incorrect Jungle Gym slide generation.
- LODs for Lvl 0 upper and lower level windows
- Added guaranteed egress sections into Caves to make getting stuck less likely.
- Added lights to Caves egress tunnel. -Compass now points towards Lantern in caves
- Increased the amount of Hydration restored by drinking Almond Water.
- Darkened Plush Carpet texture and carpet stairs texture to match frayed texture.
- Carpet color charger changes frayed carpet now too
- Scanlines now toggle with CRT sharpness which has been renamed TV Filter
- More distortion, reflections and color in pool water
- Fixed Heart Of Electrics Gateway Control Panel showing error code when opening gate to Caves even if the player has already unlocked them.
- Fixed sanity based events not triggering due to outdated code.
- Made moving insanity doors less common.
- Fixed issue where ceiling bounds didn’t disable when it should in Level 0 section.
- Fixed Issue where respirator would continue to work even with no filters
- Added colliders to Caves platforms.
- Reduced volume of generator audio.
- Ensured Entrance to electrics has egresses to prevent getting stuck.
- Aligned texture in Electrics that you could see through
- Entrances to open caves sections aren’t always blocked by rubble now.
- Stopped filter collectable pop-up if Tutorials is turned off.
- Added spotlight on Heart Of Electrics Anchor Switch if player is not anchored.
- Removed redundant area damage code that was stopping Respirator from working properly.
- Added more reverb zones to cave areas that had none
- Players may now load back into the Caves level if their game was saved their before exiting.
Next update will heavily feature new entities.
As always I appreciate everyone's patience as I develop this into something that I feel is really special.
Stay tuned. And enjoy Survival Mode!
_-=[ ComAdore ]=-_
