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NeverBoundNewsPatch Notes
Game update

Patch Notes

NeverBound · published 27 Mar 2018, 14:09 UTC

All newsPlayers around this dateRead on Steam

Changelog: 2018-03-27


New players can see our previous changelogs on our Discord announcements channel: discord.gg/enthusiast

New Features

  • Oculus Support!
    • We now officially support Oculus Rift headsets

  • New Rooms: Puzzle/combat rooms added to tutorial

    • This is now the first room the player enters after completing the grenade range tutorial

  • Elite sentinels are now spawned in Blitz game mode when the player’s score becomes high enough

    • The higher the player’s score, the more likely they are to encounter elite sentinels

Minor Updates

  • Weapons dropped by sentinels have slightly more ammo than they previously did
  • Added shift pad activation/deactivation to tutorial introduction
  • The grenade range tutorial is no longer skipped by default
  • Added tutorial videos to grenade range to help player learn how to use the grenades
  • Added tutorial to teach player to put weapons in their holsters
  • Increased the delay between button presses
    • This is to prevent the player from unintentionally pressing a button they have already pressed

  • Changed the energy armor effect

    • It should now be less of a hindrance to the player’s vision

  • Added “Power Required” decals to battery stations in Blitz that are connected to the main power
  • Added lighting to catwalk at the end of the tutorial to make it more apparent
  • Removed placeholder voiceover from the tutorial

Bug Fixes

  • Fixed a bug where it was possible to get stuck in a floor if shifting gravity to a shift pad that had another shift pad directly above it
  • Our enemy spawning system would sometimes destroy enemies that the player was looking at and engaging; this no longer occurs
  • Fixed a bug that made it possible to put non-battery items in battery slots (i.e. in battery charging stations and on the payload)
  • Fixed a bug that only gave the player 10 ammo after reloading in the shooting range tutorial
  • The player should now have 50 ammo after reloading
  • Red crosshair that appeared in the centre of the player’s view in the main menu has been removed
  • Turrets previously respawned before the player even left a room; now, a blinded and/or destroyed turret will only respawn after the player has exited and re-entered a room
  • Adjusted the shield’s orientation in the player’s hand so that it feels more natural
  • Fixed a bug that prevented the reload pin on the sniper from being properly highlighted, making it difficult to see
  • Fixed a bug causing the shield targeting beam to point in the wrong direction when held in the right hand
  • Known Issues

  • Crates were previously movable, and have temporarily been made static.

    • This is due to movable crates causing issues with the AI navigation system; we are actively working on this

  • Performance hitches

    • Due to the amount of enemies that are present when the player survives for a long period of time in Blitz game mode, it is possible that they experience performance hitches
    • We are actively looking into this and attempting to make improvements to performance in general

  • Force feedback for firing weapons stops if the player begins firing immediately after the weapon reaches their hand
  • It is sometimes possible for the player’s hand to get stuck in a fist if they grab a reload pin while a weapon is falling
  • Vignette intensity slider resets to default value every time the Game Options menu is opened
  • Sentinel body parts occasionally get stuck in walls/floors
  • Shield doesn’t block incoming fire if held too close to the player’s body
  • Sentinels do not always successfully navigate over shift ramps
  • Drones spawn too often in Blitz
  • Sniper needs a visual cue when it is out of ammo
  • Time dilation canister explosion fragments should not block dash
  • Menu pointer mesh gets clipped by walls (although it is still possible to select things)
  • Giving the payload a battery while it is hacking gets the “Thank You” screen stuck for the remainder of the hacking process
  • Turrets can shoot at the player through the windows
  • Cannot see pistol overheat flames when the pistol is too close to the player’s face
  • More from NeverBound

    Other announcements

    All news
    In-game event9 Feb 2022First update in quite some timeVery tiny first update in a while. Things will start moving now. There's a new build on the 'releasecandidate' branch. I'm doing a little more testing at the moment (not sure about valve index right now).Game update16 Sep 2019Falling out of Level bug resolvedIf you've ever experienced a bug where when you dash to a shiftramp / shiftpad or change gravity you somehow ended up outside of the level I am happy to announce that this issue has been resolved! Massive thank you to PengWing! Who without her help we wouldn't have been able to figure out the reproduction steps to this obscure bug. If by chance you are still experiencing this please PM me!Game update4 Sep 2019Ability to change Grabbing ModeA few Valve index users have been having some difficulty with the "Tap" to grab mechanic, so we decided to add a new option in the menu. The new "Hybrid" grabbing system works as follows: If you quickly tap the grab button then it will behave the same way as the old Tap to grab mechanic. If instead you hold onto the grab button until the weapon reaches your hand (your controller will vibrate) t…