Patch Notes

NeverBound · published

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
  • Patch Notes · NeverBound patch notes · SteamPeaks