Unearth the ancient mystery buried beneath the Ruined Sanctum
Face off against a massive threat protecting this realm
Discover the key to the forgotten history of Nova Genesis
The Vault
New Vault system available through the Flyout Menu (appears on the far right tab with the backpack icon)
To add a weapon to the Vault the player must stand over it and press D-Pad Right (Controller) or the B key (Keyboard)
Pull and equip weapons from your Vault while in specified "Safe Zones," including the Space Station and Holochamber Starting Zone (New Safe Zones will be added throughout the game as needed)
Unreal Engine Upgrade
The game is now running on the latest and last version of Unreal Engine 4, which should improve performance on many players’ machines
Lots of systems have been tweaked, modified on completely changed in order to get the game running on this latest version
Please report any bugs you find at discord.gg/solarpurge or through the game’s main menu or pause menu
Weapons
AzTek
Updated the weapon naming text to the correct ‘AzTek’ case usage (this was not possible in the earlier engine)
Made minor art updates to the company logo for better size scalability
General Updates and Fixes
Engine
Reduced the game's install size by nearly 50%
Gameplay
New reload animation for Minigun
Fixed an error when talking to stationary NPCs without behavior trees
Fixed NPCs snapping while turning
Fixed a long-standing issue with NPCs bobbing up and down when blending between movement and idle animations
Fixed AOE strobe bug
Updated majority of old AOE materials to match the newer "exploding barrel" style
Fixed player interactions for computer consoles and misc interactables
Updated stone doors to use the intended sound effects for opening and closing
UI
New graphical options have been added including:
View distance quality
Shadow quality
Post processing quality
Texture quality
Effects quality
Foliage quality
Resolution scale
Anti-aliasing quality
Frame rate options
Motion blur options
Chromatic aberration (fringe)
Updated logic and buttons for Skill Upgrade Menu
Incorporated a new game font to add more sci-fi style
Added new menu button textures
Updated keyboard input icons
Included new Xbox controller input icons
Improved the character selection screen
New dialogue box animations
Updated loading screens
Expanded the size of the dialogue text box
Renamed the ‘Emergency Bulwark’ Perk to ‘Palisade’ to fit within the UI
Renamed the ‘Efficient Fuel Intake’ Perk to ‘Fixed Position’ to fit within the UI
Fixed the “Press A to Play” bug
Solved an issue causing trigger volumes to not display input correctly
Fixed a bug causing enemy health bars to not update after being healed
Fixed navigation logic for graphics options
Holochamber
Updated the Manufacturer Function kiosks to use the associated weapon manufacturer logos
Main Menu
Improved lighting and reflection captures
Added character animations and updated lighting for the character selection screen
Genesis II Station
Improved the materials used on Titus as seen from space
Updated the planetary data in the System Map
Changed the enemy data language for clarity
Fixed the logic for unlocking Oterion in the System Map once Titus has been completed
Fixed an issue causing save files to become corrupt when loading into the Training Room from the Space Station and back
Corrected an error causing players to return to the Hangar rather than the Archives after exiting the Training Room
Fixed a navigation issue blocking players and NPCs in the Command Core
Updated the character icons for the Aesrenan Elite Guards
Updated Trooper Uthste into his officer’s armor
Moved some NPCs in the Command Center and adjusted some animations accordingly
Training Room
The Training Room now loads as a separate level, which may slightly increase loading time but solves multiple critical bugs related to the saving and Vault systems
Updated the Target Dummy to face the player
Made major changes to the Armory weapon spawners:
Fixed a long-standing bug where the Armory spawners were pulling from the old, soon-to-be-deprecated weapon spawn system and naming pool
Currently these spawners are hard-locked to a single manufacturer, but this will be updated as more manufacturers and weapon types are released
Temporarily disabled the burst grenade launcher spawners while we redesign their projectile logic and role in combat
Solved several art-related bugs causing floor patterns to break
Disabled Vault connectivity inside of the Training Room
Lockjaw Mining Zone
Updated lighting to match the style of Cell Blocks (should also grant a slight performance boost)
Fixed some navigation errors
Lockjaw Cell Blocks
Updated art on the surface level to be more in line with the floors below
Adjusted the final hangar hallway to be centered against the door
Fixed a bug causing the game to crash when entering a level streaming volume near the Fan Control Room
Fixed a missing art issue in the Fan Control's back corner
Corrected a level lighting bug causing many art assets to appear very dark in-game
Fixed a missing material on Prison doors
Fixed an art clipping issue on a diagonal wall in the Tram Station
Fixed a similar clipping issue in the Oxygen Generation room where water planes were overlapping
Closed a gap in the Elevator Shaft wall visible from the south end of top of the Elevator Shaft
Updated the dialogue for the Skorlac Pirate in the Fan Control room
Titus
Improved frame rate performance across the planet
Updated all human characters’ icons to match their in-game models
Greatly expanded on the art in the Crystal Gorge
Moved the water tank engineer to be more visible
Fixed navigation issues in the Underground Caverns
Fixed drill progress radius decal overlap
Disabled shadows on stalactites in sinkhole
Fixed crane, ship landing and HQ door audio sound classes
Oterion Jungle
Fixed some level streaming bugs causing visual glitches when players looked at the AzTek Facility from the Boomtown side of the broken vehicle bridge
Altered the AzTek Facility checkpoint pylon to not interrupt players while exploring the upper levels
Reduced the number of Data Modules required to finish the quests in the Wetlands and Forward Operating Base
Expanded dialogue from Dr. Hadley to better explain the Data Module questline
Improved the logic for detecting and counting the collected Data Modules
Updated the character icons on all survivors in the Boomtown
Added a “character” icon for the AzTek decoder terminals
Updated the character icon for B3-L1-4L and updated the quest requirements for the weapon drop for completionists only!
Updated player navigation to prevent clipping into the walls near the exit of the level
Included art updates in the Forward Operating Base to match the dialogue (this is not yet an official pickup and is not required to progress in the level)
Fixed a problem with floor panels clipping into the rock at the end of the level
Solved a serious bug preventing some players from successfully opening the door to the Lost City
Fixed an issue causing players to fail to spawn sometimes in Boom Town
Fixed issue causing Jungle maps to crash on load
Oterion Lost City
Updated artwork at the level start to better match the ending of the previous level and to prevent players from seeing out of the level bounds
Fixed a persistent navigation bug allowing players to clip into certain walls in the Sunken Corridor
Slightly raised the water level in the Waterworks to prevent some clipping errors
Improved player and enemy navigation around several piles of rubble and debris
Adjusted art in and around the Sunken Corridor to prevent players from seeing outside of the level bounds
Fixed Lost City waterfall material
Oterion Ruined Sanctum
New area - the Infested Corridor combat encounter section has been added after opening the Inner Sanctum doorway
Updated art around the Sanctum Door to give players more room to maneuver in the Corridor
Finalized the art for the Ancients’ thrones
Fixed an issue where some waterfall sources were visible to the camera at high elevations
Improved player and enemy navigation around rubble piles throughout the level
Expanded the “guideline” art from the early parts of the level into the Inner Court, which should help improve player navigation on the Combat Trial Path
Slightly altered some art in the Puzzle Path to accommodate the new “guideline” art
Changed the locked doors in the Combat Trial Path for consistency - now all use a switch to both unlock and open