New build for you tonight! There's a metric ton of new and improved stuff in the level editor that isn't really ready for prime-time yet, but pretty soon you'll be able to create your own custom apartments to fight robots in, if that's your sort of thing.
More importantly to your immediate concerns are a handful of updates:
- The raptor now only moves 1.25x as fast as it used to, rather than 1.5x, as the latter was just too darn fast in small spaces in particular.
- The raptor is now able to jump in a controlled fashion to different heights, rather than having only one big jump speed. Thus you can tap it for a small hop that is smaller than you ever could before, or hold it down for a much higher, slower, more graceful jump than ever before. So you can reach higher places again, and in a much more reliable fashion as well.
- Fixed a huge number of issues with the occlusion system that crept in during the last public build. (The system is actually even more efficient than before, at this point.)
- In the lab in the last build, the deflection slap was not working right in third person. It was in the industrial level.
Other minor things:
- The latest version of SECTR Audio has been integrated, and solves some of the issues with HDR audio clipping.
- Fixed a bug that has been around for a while where realtime fracturing of objects was doing all of their passes at once rather than just some of them. This makes those objects -- most notably glass windows -- behave a lot more like they are supposed to.
Over the weekend you'll start seeing the first procedural levels, in the apartment building space.
You'll also start seeing "Father Brain" and a new way to beat levels that can involve some degree of stealth. The existing demo levels won't be altered to those new mechanics, but this is how the actual procedural levels of the game will work.
Right now it's still a really rough preview in the sense that it gives you the mechanics of moving around and fighting, but still not a real sense for real levels. Thanks to various folks for providing feedback on the feel, though, as that's helped us refine it even prior to the early access launch.
Talk to you soon!
Chris
