Patch 11221 is live on Steam.
Over the past couple of weeks, you guys have given us heaps of feedback. We've been working extremely hard to fix the issues that frustrated a number of players, and we're confident that you'll see a major improvement in patch 11221. As you guys know, we spend a lot of time on the forums, and we wanted to make sure the game was up to your standards.
Steam should automatically update the game for you, and it's only a 16MB patch. You can tell whether you have the patch by checking in the "settings" menu in-game - it'll show the version number (11221) inside that screen. See below for the changelist, and also what didn't make it in this time.
We would really love you all to try it out, and let us know what you think. If you like the changes - please post some reviews about the patch (and the game :) ). We're 7 people, and could use your help to get the word out.
Here are the changes, for those of you who are interested:
- Fixed dashing, jumping and low framerates getting you stuck in objects. (Most significant fix - big change to prevent getting stuck inside objects.)
- Fixed dashing from wedging you into geometry at low framerates.
- Fixed getting stuck in the ground or objects while shifting out. This should fix:
- Issues where the player could get stuck inside bDetailGeometry meshes. (Random stuff lying around the place.)
- Cinema skip issue. (Sorry speedrunners, we will look into preserving the previous patch, but not right now.)
- Fixes lantern issues. (When lighting changes shift you out of shadows.)
- Fixes issues with getting stuck on dynamic actors. (Eg boxes.)
- Game now displays the walking animation when stuck in a stable configuration while falling. (No more t-pose, unless you're still falling.)
- Allow jumping in that case to help the player get out of the collision. (Ie, you can now jump out of most spots in the world. Together, this plus the previous change mean you can jump out of areas that you would have been stuck in previously.)
- Map ESCAPE to Backspace in the menus. (Don't think we don't listen! It won't show in the in-game UI though.)
- Fix going through walls (getting out of the map) and stop dash from going through shadows. (Big gameplay change - you no longer go into shadows automatically at the end of a dash. You can still manually shift once you've finished your dash.)
- Fix for the box falling on the player's head and floating in space. (Should now just land on Dawn's head, but you'll be able to just walk away and the box will fall.)
- Fix Carousel luminary loading/persistence problem. (This fixes the situation where you could play the Carousel, not complete it, complete the other two attractions, but then not be able to restart the Carousel.)
- Removed critical section in ShadowFiltering TickPostProcess. (Some sort of magic voodoo that helps low framerate shadow collision detection.)
- Fixed rare crash at the end of the hotel on machines playing on low graphical settings. (If you persistently crashed at the end of Act 1 before, you now won't.)
- Work around rare crash when NULL is passed to ACPhysicsPawn::Dismount() (More magic voodoo. Seriously, I don't understand this one at all.)
- Fix rare multi-thread crash on map change.
- Allow single-threaded (in-process) shader compilation on Shipping PC Builds. (Fixes the game not starting on a number of select machines).
Now please be aware that, as with most games, playing Contrast below minimum specs will still result in a few bugs. This is unavoidable - Contrast links graphics and gameplay in a way that no other game does. If you try to play Contrast on a system below our minimum spec, you're going to have a bad time.
Things on our to-do list:
In the immediate future, we are planning on:
- Fixing a number of more minor bug fixes (ie issues that are really rare exception cases)
- Adding Russian localization (next content patch)
- Adding Japanese localization (unclear when, but soon)
- Patching the version on consoles
We're also parsing through a number of other suggestions in the forums, such as the ability to change some of additional visual and control settings from within the game instead of going through INI files.
Please feel free to leave your feedback about the patch here, or wherever you like. I think you guys know by now that we really want to support our community, and we're always listening. As always, thanks for your support.
- Guillaume, Sam and the rest of the team at Compulsion