News Liste SPECTRE
--Bug Fixes--
• Fixed a bug where many settings did not properly reflect their true values (e.g., resolution scale might show 100 - but be set to 66).
• Fixed a bug causing FSR sharpness to not apply on the next session.
• Fixed a bug where selecting loadout 1 could cause a crash.
• Fixed a bug where rapidly selecting gadgets could cause a crash.
• Fixed a bug where voice chat code could cause crashes.
• Fixed a bug where Reaper's reload sound could be heard from anywhere.
• Fixed a bug where Reaper lacked footstep sounds when moving diagonally.
• Fixed a bug where Reaper could move while being grabbed from a ledge.
• Fixed a bug where respawning could fail due to actor initialization issues or respawn timer bugs.
• Fixed a bug where FSR and Nvidia DLSS could be enabled simultaneously.
• Fixed a bug where Ready Up in the lobby wasn't being utilized; the server host must now also ready up to start the game.
• Fixed a bug where it was impossible to knock out the reaper after grabbing them
• Fixed a bug where the timer did nothing when it ran out after grabbing reaper (now knocks them out if timer runs out)
• Fixed a bug where reapers could not be grabbed if they were standing in specific situations due to height difference
• Fixed a bug causing new patches to overwrite your saved settings
• Fixed a bug causing a crash when pressing tab
• Fixed a bug where you could no longer move after being knocked out by a spectre
• Fixed a bug where jittering and animation issues would occur for a few seconds after snapping the reapers neck as spectre
• Fixed a bug where when sprinting, the reaper would try to tackle/bash the location a spectre has recently died in
• Fixed a bug where pressing shift as spectre would uncrouch you even when it shouldn't
• Fixed a bug where if a spectre died in the middle of a neckgrab, the reaper would no longer be able to move
• Fixed a bug where the spectre could not execute a necksnap or knockout after grabbing the reaper (both would be stuck forever as a result)
• Fixed a bug wherelobby player count always showing as ?/4
• Fixed a bug where explosions from hacked terminals would happen in unexpected areas
• Fixed a bug causing Settings UI to have an incorrect value meter when turning on FSR.
• Fixed a bug where spectre could continuously grab a knocked out spectre potentially stunlocking them forever
• Additionally, Reapers can no longer be grabbed from behind for 2 seconds after recovering from knockout
--Quality of Life (QOL) Improvements--
• Turning off FSR automatically reapplies your last screen-scaled resolution
• Changing Anti Aliasing settings no longer turns off DLSS
• Readjusted the placement of some settings for consistency
• Added confirmation prompt when changing window settings (automatically reverts resolution and screen mode if changes are not confirmed)
• DLSS sharpness now has the same UI slider as FSR sharpness
• Fixed padding issues with certain settings being misaligned
• Slider percentage values now range from 0 to 100 instead of 0.0 to 1.0
• FSR and DLSS sharpness now have a minimum value of 10 to avoid accidental deactivation (dedicated checkboxes must be unchecked to disable them)
• DLSS Sharpness renamed to NIS Sharpness
• Fixed UI bug causing incorrect value meter when turning on FSR
• Pressing shift as a specter while crouched will now uncrouch you
• DLSS settings are now disabled when the DLSS button is unchecked, similar to the way the FSR section works
• Enabling DLSS now applies the DLSS Quality Mode and NIS Sharpness Settings (previously required re-selection)
• Only possible for one to be enabled at a time
• As long as the game is focused when a player spawns after death, they will immediately have input for their character (sometimes you had to click in order to receive input)
• Pressing shift as a specter while crouched will now uncrouch you.
--What's new--
• New Spectator System
• Spectators can now see who they are spectating
• Spectators now have a way to leave the game
• An eyeball appears when someone is spectating you
• Matches are always visible, even after the game starts.
• Ready Up system in the lobby; server host must now also ready up instead of immediately starting the game.
• Loadout & Game Settings Changes
• Added default loadouts: activates if the game starts and no meaningful loadout changes have been made.
• Saving a loadout is no longer instant and must be held for about 0.65 seconds to avoid accidental overwrites.
• Game time now drops to 5 seconds remaining upon a team losing all of their lives
• New respawn system
• Smoothed camera following Spectre
• Corrected Spectre aiming to feel less ‘floaty’ or ‘drifty’.
• Adjusted Spectre Night Vision to better illuminate dark areas while not blinding player in all other
• areas. Tested on all maps for consistency.
• Fixed Reaper Motion Vision to allow for better world visibility while active (before, the map beyond the pulse grid was blacked out).
--New Settings--
• Window Modes & Resolution Options
• Added borderless windowed mode option.
• Added fullscreen mode option.
• Added windowed mode option.
• Added all resolution options.
--Neck Grab Adjustmemts--
• (Buff) Neck Grab Attempt can now be held down instead of only clicked and will automatically grab the reapers neck the moment it is possible
• Notes: The window of opportunity can be very small, and grabbing a player shouldn't be a game of luck and smashing down left click in hopes of it activating.
• (Direct Buff) Neck Grab Max Height Difference: 10cm -> 20cm
• Notes: sometimes a reaper could be ungrabbable/unkillable because you had to be right behind them, but the hill or stairway directly behind them was too high or too low...
• (Direct Buff) NeckGrab Forward Direction Variance: 0.8 -> 0.6
• Notes: This is Dot Product calculation, before you needed to be looking 80% at the same direction as the reaper, now you only need to be looking at least 60% the same direction. This should result in more successful grabs
• (Direct Buff) NeckGrab Trace Radius: 15cm -> 45cm (Now matches the size of the reapers hitbox)
• Notes: The hitbox was made slightly larger to help detect if a reaper is actually near you, and latch onto them. At 15cm you essentially needed to position your spectre perfectly onto the reaper (not your crosshair) At 45cm you have a little bit more wiggle room
--Maps--
• Frostbite
• Corrected placeable explosive not opening door
• Corrected issue where Reapers would get stuck on outdoor stairs.
• Material and texture fixes throughout.
• Yard
• Corrected an asset draw-distance issue that would cause areas of the map to disappear.
• Optimized and corrected unnecessarily taxing materials around map.
• Revised Spectre spawn for easier/faster navigation.
• Changed the way vents in Spectre Spawn translate to exits throughout the map to reduce time spent reaching exit.
• Jungle
• Corrected lighting at Spectre spawn so that the paths are actually visible with NV on.
• Fixed particle systems throughout map that would cause drops in framerate (namely the fog in the - Harvester room).
• Optimized rain particle system
• Reduced directional light
• Updated underground entrances
• Revisited Foliage LOD
• Adjusted audio attenuation throughout map.
• Corrected blinding Harvester light source
• HQ
• Adjusted lighting throughout
• Started instancing actors throughout
• Replaced larger, inefficient meshes
• Textures fixed, started optimizing materials throughout
• Corrected mesh draw distance throughout
• Corrected light, fog, reflections and bloom
•
• General
• Updated and optimized Main Menu
• Optimized Smoke Grenade performance, as the particle system used would cause severe drops in framerate.
• Created a new Niagara system to replace existing smoke.
• Adjusted audio of Reaper weapons giving them unique audio and specialization
• Added attenuation and spatialization to Reaper reload sfx (before, the Reaper reload could be heard from anywhere on the map)
• Corrected and applied appropriate LODs to all meshes in use by maps.
• Started instancing meshes for better performance and reduced draw calls.
• Reviewed all textures in use by the project and optimized where applicable including converting - - - texture to PowerOfTwo and reducing size.
• Reduced light inscattering on the Reaper flashlight, so the beam isn’t cast/visible through assets.
• Corrected any textures that weren’t able to generate mip maps (optimization)
• Revised all alternate vision modes.
• Texture and material fixes after moving to 5.4
• Updated map previews in UI
• Assigned missing physical materials throughout.
Release:24.07.2023
Genre:
Actionspiel
Entwickler:
Symbiosis Games
Vertrieb:keine Infos
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop