Consortium: THE TOWER

Consortium: THE TOWER

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iDGi  [developer] Sep 21, 2017 @ 7:24pm
Revision History
Early Access ALPHA 1.0
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WARNING / DISCLAIMER / KNOWN ISSUES

-This game is far from being completed, but Act 1 is solidly in place and represents an introduction to the world and narrative. We’re a tiny team with zero traditional QA resources, and our game has yet to be subjected to a large number of hardware and software configurations. You might very well find crashes, bugs and immersion breaking issues. We deeply appreciate you diving in regardless, but we just want to warn you!

-We invite you to make posts in the Steam forums and/or the internal iDGi forums, and share your comments, bug reports or anything else you would like to share about your experiences with this build.

-The front-end is currently work in progress. Sections of it aren’t functional yet. But key remapping and graphics / resolution settings should function as you would expect.


UPDATES (the following are more for Fig backers who have access to earlier build revision notes…)

[Update] Trimmed down several CMC commentary lines to be less intrusive.
[Update] New shotgun fire sound!
[Update] Credits updated.
[Update] All turrets re-balanced - laser damage lowered, rocket damage increased, bolt and kinetic damage both lowered.
[Update] Level design improvements to HotelTower3. Trap design drastically improved.
[Update] Material fixes in hotel
[Update] Polish to Artifact level.
[Update] Added a surprise to iDGi-1 tunnels...

FIXES

[Fix] Ending stats screen now properly supports save/load
Fix] Fixes to jail area if you find your way in there but not through surrendering
[Fix] Information console now properly supports save/load. Fixes not being able to close the screen.
[Fix] Save/load issue where loading some saves would crash the game and corrupt the saved game fixed
[Fix] Odin issues where he won’t trigger combat when he should be (hopefully) fixed, dialog playing when it shouldn’t fixed.
[Fix] Subtitle fixes.
[Fix] Elevator related geometry cleaned up
[Fix] Issues with not being able to damage turret armor fixed.
[Fix] Various recycleables in snow of TopExt have their physics properly disabled.
[Fix] Now the screechy metal audio of the tower can be heard in TopExt regardless of the storm intensity, as per suggested by a backer.
[Fix] The player should no longer be able to talk anywhere to a soldier in the Hotel if they have initiated combat with them.
Last edited by iDGi; Jun 21, 2018 @ 1:44am
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iDGi  [developer] Oct 4, 2017 @ 9:20pm 
Early Access ALPHA 1.1
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So this version is mostly a big bug fixing and existing content/mechanics polishing and revision patch based on all of the feedback from new players that have dived in as well as our backers of course.

The next update (roughly two weeks from now, other than potential earlier hotfixes) will include a roadmap to game completion.

We hope you all enjoy the new build!!

BIG UPDATES

[Update] When the AI is busy with their AR/VR HUD, their sight and sound sensing abilities are now significantly lowered, making it easier to sneak up on and around them.
[Update] Soldiers and turrets will now fight each other if they come into range of each other.
[Update] Front end Universe Log now functional! As you die or otherwise terminate your universe, a series of logs will be formed and can be accessed anytime from the “Load Universe” menu.
[Update] Tutorial system fully reworked, resulting in a lot of fixes and improvements across the board - please let us know if you see any issues with them as as result.
[Update] iDGi-1 HUD color scheme changed again. Covers more items now. The old C1 bright green scheme should be completely gone now.
[Update] The two main Tower elevator shafts (Tower A and B) are no longer dead-ends.
[Update] Major change to how organ damage works. Damage times are more spread out, utility drain amounts changed. Chances of getting critical organ damage reduced.
[Update] Lots of art polish and fixes, AI patrolling and turret gameplay and performance improvements made to Lobby level.
[Update] Ambient light improvements across most levels in the game. Environments have more contrast now.

UPDATES

[Update] On loading, previously killed or incapped combatants that have been fully looted will no longer load. Skirts around several issues. (thx to FordGT90Concept)
[Update] New front-end game options: Invert mouse control and Play Tutorials on/off.
[Update] Fast forward is now “Press and Hold”.
[Update] New Career record stats! Health and Stealth related stats can now be accessed anytime.
[Update] Lowered fan wind strength in lower vent maze fan traps. It is now possible to escape traps with super jumps and freefall suit.
[Update] Public opinion can no longer increase, if the player has reached a Public Opinion rating of 0.
[Update] Rebalanced EM yields from turret armor chunks and many element containers.
[Update] Utility energy will automatically be vented to make room for items when performing inventory related item swaps with hot keys.
[Update] Overview in ending screen now displays a few things, notably how the universe stream ended.
[Update] You can now start repairing things by clicking and dragging broken items onto the repair button
[Update] New tutorial added for save spheres and for talking to calm down aggro’ed soldiers.
[Update] Keys for “Quickload” and “Quicksave” changed to Load Universe (can do this anytime), and Save Universe (can only perform this within a save sphere).
[Update] Ledges added into elevator shaft vent holes to vastly improve ease of navigation
[Update] AI fire grenades much more often now
[Update] Extreme temperature compensation Utility Energy drain rates re-balanced. Takes a little more energy to compensate for the Rooftop blizzard now.
[Update] CEAR laser made less OP. Still very powerful.
[Update] Yellow transponders can now be found on some mercs in the Lobby
[Update] Streaming door crosshair contexts made clearer
[Update] Made assault blasters more rare
[Update] Weapons can no longer be equipped if broken
[Update] If an AI soldier falls off the Tower, the player is now only blamed for the death if they are less than half their health or stamina.
[Update] Effects for mysterious robot appearing improved.
[Update] Upped the yield of recyclable cache left by The Voice for XO-1ed Bishops
[Update] Ladders now give an additional forward push, instead of just a vertical boost. No more repeat ladder hopping.
[Update] Missing automap sections added on Roof.

FIXES

[Fix] Fixed a major bug that would cause the gameworld to not properly reset to the saved version when loading right after dying
[Fix] Fixed alignments increases/decreases not showing properly on the UI, and certain alignment indications being ignored completely.
[Fix] Fixed alignments not saving/loading
[Fix] E mass recycling no longer also gobbles up items, only R mass recycling does that
[Fix] Fixed a bug where switching weapons while tasing an enemy would screw up the logic of what weapon was equipped.
[Fix] Fixed a logic bug where fast-forwarding through the Voice scene would leave the player's controls locked, as if they were still in Quantum Limbo
[Fix] Fixed a bug where mashing start could allow the player to start the game before the level had really finished settling - resulting in some script getting out of sync.
[Fix] Fixed Odin breaking badly in various ways when encountering him
[Fix] Fixed a bug where, with some fiddling, you could get Elon's chest to accept 2 different Assault Blasters. Now, it will accept the first Blaster it can get. If the player doesn't like that choice, they can pull it out, drop it, and then put in the correct Blaster. Elon will react accordingly.
[Fix] Automap labelling fixes, and Automap can no longer become unhinged and roll out of control.
[Fix] Getting into combat in TopExt will now properly stop the first conversation with the soldier.
[Fix] Fixed specific instance where AI in park could get stuck inside a wall (thx to FanaticTentacle)
[Fix] Hotel room numbers fixed - huge broken letters gone.
[Fix] BUS jump controls fixed to match Freefall suit.
["Fix"] Attempted fix for bug where would on occasion, be a snowstorm inside a building on load. Root cause, and problem in itself, was not determined, but solution should fix it regardless. Please let us know if this problem still occurs for you!
[Fix] Fix made to elevator in lobby so it can get up to the roof as it should
[Fix] Now every single last convo Odin has will now be properly terminated upon initiating combat with him.
[Fix] Preben and his goons will now properly ignore the player until they are talked to.
[Fix] Fixed an uncommon bug where Odin's goons would not be assigned to him.
[Update] When approaching Odin and his goons, their agitation no longer climbs as fast as it previously did if they had not talked to anyone beforehand.
[Fix] Fixed issue in Hotel Lower where two streaming doors were too close to each other and could cause the level the player is in to stream out (call out to WILL-E for making a video of the issue and letting us know!)
[Fix] Elevator button context fixes
[Fix] Various crosshair context fixes - should no longer be stuck on or just not function at all.
[Fix] Recyclable placement fixes throughout multiple levels.
[Fix] Fixed various issues that existed with the transition between the WaterHub and Lobby level.
Last edited by iDGi; Jun 21, 2018 @ 1:44am
iDGi  [developer] Oct 13, 2017 @ 5:12pm 
Early Access ALPHA 1.2
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A couple notes and known issues:

-The Lobby level is still undergoing fixing, polishing and optimizing. A bunch of improvements to it are included in this version, but more is to come soon.
-We have just discovered some major issues with nanite fragments. Not letting this delay the build for you folks, but just know it will be fixed in the next update. :)


BIG UPDATES

[Update] A bunch of front-end improvements. Can now properly name your universes, font changed up across the board. Corrected the new universe flow: Now goes (Name universe -> Agree to disclaimer -> Choose C1 save import if available -> Start game)
[Update] The entire Consortium Bishop HUD has received updated visuals. New fonts, newly colored elements. Enemy info reticles also updated. Going for more clarity overall. Based on data received from iDGi-1 about how the HUD actually appears to a Consortium Bishop.
[Update] Freefall Suit now starts with only 2 hardpoint slots, B.U.S. starts with 4. More can be added via upgrades.
[Update] Hovering over broken items with repair wrench shows energy required to repair. Same with how much given for recycling, and how much usage for healing.


UPDATES

[Update] Intro freefall improved - missing scene added. Still much more polish and a surprise to come later.
[Update] Freefall Suit Convo Manager is now added at the same time as "What is going on?!", when the player lands to lessen overloading the player at the very start of the game.
[Update] Top of Tower 2 patrol nodes improved from player feedback. Tweaked node wait times.
[Update] Some balancing adjustments to EM and Utility Energy yields from element containers.
[Update] Added proper Nanite Ambient sounds to Hotel Tower 3.
[Update] Level design improvements to Hotel Tower 3 -- addresses issues of elevator shaft and long vertical vent that could cause players with no utility energy to get stuck.
[Update] General fixes and changed conditions to high level Talk Anywhere. It should now be a bit less fidgety to talk anywhere to enemies.
[Update] Brush crunch sound volumes have been properly placed in the Hotel Park.
[Update] Using fancy name instead of actor ID for alignment change indication.
[Update] A little “up arrow” icon is now displayed over each potential upgrade, making upgradable stats much clearer.
[Update] Tweaks to CMC dialog heard when landing after missing the roof.
[Update] Some slight geometric fixes to TopExt. Helping AI pathing. Added a special walkable blocking volume near BPs_Ladder_LadderBP26 so even if the ladders still don't play along nicely with their enhanced push, the player can still leave that area.
[Update] Implemented CEAR upgrades for blast range and blast utility usage over time
[Update] Added and changed up a few of the TopExt Save spheres
[Update] Added a turret to the first vents of Hotel Tower 3 so players can't venture too far without equipment.
[Update] Fixed some scripting logic in Hotel Tower 3 so Malcolm doesn't just stand there if the player leaves through the vents before he finishes.
[Update] Modified a few Bishop Death ending descriptions.
[Update] The TopExt music now fades out once the player enters Hotel Levels.
[Update] Better organized the talk anywhere system to stop combat in TopExt

FIXES

[Fix] Save Spheres now disable and then enable when a player loads, or unloads a level. This prevents major breakage from occurring for saved games that were created by the player while levels were streaming in our out
[Fix] Level design updates fixing two player "softlock" possibilities in HotelTower3 (including a new toggleable fan to go UP a long vertical vent section).
[Fix] Added some missing automap sections of the Tower3 elevator shaft
[Fix] Worked around a bizarre “as yet not fully solved” bug where loading into the roof from just certain save spheres would cause Elon to become invisible
[Fix] Moved rooftop Save Sphere that would cause the player to be stuck when loading.
[Fix] Fixed major issue where sections of the lobby would stream in while in the WaterHub or the TTCore, causing all kinds of broken havoc.
[Fix] Fixed major save/load bug where a level that had all combatants cleared out of it would spawn combatants again after loading. (thx to FordGT90Concept for save file!)
[Fix] Fixed Icer scene logic that plays when Squad Leader C is no longer present in game world.
[Fix] A bunch of major issues transitioning between the WaterHub and the Lobby fixed.
[Fix] Various issues with levels not streaming in correctly in the WaterHub fixed
[Fix] Fixed issue where sections of the Lobby could be streamed out erroneously
[Fix] Important fix for the Icer scene where in some easily achievable scenarios, the player could be locked into the icer scene effects. Friendly lock on, strange audio (likely video) effects active.
[Fix] Prevented a repeating conversation if the player loads in TopExt after the rooftop has been sabotaged, but they did not get the mission to find Elon from Wade.
[Fix] Moderate geometric fixes in the Hotel Lobby.
[Fix] Fixed issue with upgrading indication not working for more than one item at a time
[Fix] Various NPC alignment related bugs and quirks cleaned up
[Fix] Fixed some geometry in G11_WaterHub_LowerRooms_Transition to make movement between the levels far easier.
[Fix] Added ambient to dilated sound class master
[Fix] Hiding CMC and conversation manager if the CMC is not equipped
[Fix] The iDGi-1 tunnel found at the bottom of TTCore is now accessible as it’s supposed to be
[Fix] Fix for repair thresholds being zero'd on first spawn with broken items (which caused, among other issues, instantly “repairing” gear by putting them into a storage unit)
[Fix] Ensuring loaded armor gets their max health values set based on upgrades
[Fix] Fixed some TopExt VentMaze issues where some wind boxes could cause situations where players could get stuck.
[Fix] Turret inside TowerA can no longer erroneously engage soldiers if the TowerInside sub-level wasn't loaded.
[Fix] Only the player will now trigger the security turrets CMC line.
[Fix] Unrepairable Mysterious Device is no longer required to be repaired for the Repair equipment mission to be completed.
[Fix] Talk anywhere [44] ("Hey, why aren't you shooting at me?") gets properly removed again when combat initiates, or when talkables are registered as unavailable
[Fix] Fixed collision of the TT Core level's 'elevator' platforms.
[Fix] Fixed a strange bug where sometimes the Hotel Lobby earthquake and missions could repeat
[Fix] Fixed some geometry that prevented players from entering an important vent in Hotel Tower 3.
[Fix] Fixed the on/off state of a very vital fan in Hotel Tower 3.
[Fix] Fixed some phantom geometry in the Lobby (ongoing)
Last edited by iDGi; Jun 21, 2018 @ 1:44am
iDGi  [developer] Oct 19, 2017 @ 9:26pm 
Early Access ALPHA 1.21
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BIG UPDATE

[Update] We have introduced a completely re-envisioned Agitation and Stealth meter in this version. Now, the two are clearly separated which we believe helps make the meters more intuitive. In addition, the Agitation meter is now stylistically in tune with the rest of the Consortium HUD. Let us know what you think in the comments, forums or Discord channel.

UPDATES

[Update] Squad Member end of battle lines will now play whenever the player kills / incapacitates everyone in a level.
[Update] Killing or incapping a squad in a level now comes with Public Opinion boosts, and penalties. See yourself getting low? Find another level and take them all out peacefully to get yourself back on track.
[Update] Walking near the artifact will now screw up time dilation. This gets even more intense as you get closer to it.
[Update] Fixes and improvements for AI on AI battles
[Update] Improvements to damage perception by AIs
[Update] The Rooftop SOS notification will no longer trigger until no ISSs are active.
[Update] Lessened the priority of the Conciliator Bishop Style. Now "Killer", "Neutralizer", and "Covert" all take priority over it.
[Update] Freefall suit broken repairing util rates and time lowered considerably. Still more expensive to repair than the BUS.

FIXES

[Fix] A ton of general geometry, streaming door, fan and logic fixes to WaterHub1
[Fix] Fixed a longstanding and major bug with Water where having water spawn in (usually from a level load) would not properly increase the number of Water volumes the player occupied. As a result the player would seem to randomly, and suddenly stand up in the middle of water and not be able to go through fans, they would suddenly freefall very slowly in the water, suddenly be walking underwater, or they would be able to ledge-grab underwater.
[Fix] Added a modification to the Water Blueprint to help remove a bug where you player would sometimes be able to still hear underwater audio and the underwater sound mix, despite having left the water.
[Fix] Fixed a simple but annoying bug where, on load, the player could never trigger completing the sRepairEquipment mission, despite meeting the requirements.
[Fix] Diversion power switches now save and load properly. Previously, they would function, but would appear as non-animating ON/OFF switches.
[Fix] Corrected the World Context names for the Cabinet Door recycleables.
[Fix] Some placement fixes for recycleables in Hotel Lower.
[Fix] Killing an enemy will now properly reset the player's shock combo.
[Fix] Fixed a bug where R25 and K15 would get angry at you if one soldier killed another with an Assault Blaster.
[Fix] Fixed a logic oversight with Elon where he would start the conversation with his wife (and in turn, the whole conversation), if the player had the inital conversation with him outside the normal trigger for the phone call.
[Fix] TTCore platform collision fix
[Fix] Geometric fixes in Lobby - all “phantom geometry” *should* all be gone now - please report if you find some (with a screenshot ideally!)
[Fix] If a soldier is killed from a source that was not the player it will no longer mess up the player’s states of how many soldiers were killed vs incapped.
[Fix] Geometric fixes in the Hotel Park.
[Fix] Modified player's downing logic to accommodate the updates to water. The player can now drown again. Also fixes energy costs of generating oxygen.
[Fix] Nanite Fragment Recycleables are now called on to spawn during Begin Play instead of construct (which wouldn't execute for whatever reason). This should fix problems with Nanite Fragments after the first one you interact with, and should let subsequent Fragments save/load properly.
[Fix] Modified Nanite Recycleable logic so that the effect is less likely to just instantly disappear.
[Fix] Fixes for AI properly firing KAR grenades
[Fix] Fixed a bug where the Icer scene would trigger a Soldier if the player had 100% stealthily taken down everyone in TopExt. Check now correctly sees, not if Squad C was hostile, but if there are any remaining soldiers in TopExt.
[Fix] Fixed a longstanding bug where K15 would hassle you to talk to her about meeting the Voice, even after you had talked to her.
[Fix] Some tweaks to the current release “ending” elevator shafts. Notably fixess to end of the ending tunnels, which are now easier to reach.
[Fix] Removed erroneous upgrade content from the mysterious traitor device.
[Fix] Moved some crouch volumes in the Hotel Tower 3, so that the player is no longer forced to crouch until Tower 3 unloads when entering the Water Hub.
Last edited by iDGi; Jun 21, 2018 @ 1:44am
iDGi  [developer] Oct 20, 2017 @ 6:14pm 
HOTFIX: Early Access ALPHA 1.21.1
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(fix also applied to Demo)

UPDATES

[Update] Tweaked new public opinion bonus and penalty values


FIXES

[Fix] Save sphere removals to prevent horrible bug where Elon appears invisible on loading a saved game.
[Fix] Adjusted geometry around the 6 fans puzzle. Easing ledge-grab into the ceiling area.
[Fix] Fixed some minor scripting oddities in the WaterHub1 story scene.
[Fix] Fixed incorrect placement of TT Core ending volume.

21212121
Last edited by iDGi; Jun 21, 2018 @ 1:43am
iDGi  [developer] Oct 23, 2017 @ 5:03pm 
HOTFIX: Early Access ALPHA 1.21.2
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(fix also applied to Demo)

UPDATES

[Update] Health damage feedback improvements - still in tuning process.
[Update] Extreme low temperature Util drain rates lowered

FIXES

[Fix] Fixed a rather significant logic oversight, that compared squads instead of levels for determining when the player had eliminated everyone in an area. This led to a counting error, which in turn, led to areas registering all soldiers as killed after the first kill - etc.
[Fix] Fixed an unfortunate bug where the 6 and 7 hotkeys would no longer function.
[Fix] On loading a saved game, dead/incapped/unconscious soldiers should no longer be initially standing up when approaching them.
Last edited by iDGi; Jun 21, 2018 @ 1:43am
iDGi  [developer] Nov 11, 2017 @ 12:15am 
Early Access ALPHA 1.3
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BIG UPDATES

[Update] The “iDGi-1 ending tunnels” now have content! Find an iDGi-1 tunnel (there are 13 of them to be found in the current build…) and walk to the end of them to experience a taste of things to come. This also fixes a major issue where the game would appear to “hang in blackness” at the end of iDGi-1 tunnels.
[Update] The “TTCore” level has received a major art pass. A ton of new art and lighting improvements to be found throughout the environment.
[Update] Still in the experimental stage: we’ve implemented a pickup system (temporarily assigned to the 'B' key by default). Pick up any physics ready body or a prop in the world and carry it around with you! Once kinks have been worked out, this will be integrated into the context sensitive “use” button.


UPDATES

[Update] FOV slider. Accessible via the front-end, this allows you to set your Field of View from 70 to 120. 90 remains the default.
[Update] New cheats! Toggle console command “InfiniteAmmo” (UnlimitedAmmo, TIA, TUA) to give the KAR, Shotgun, and Strommon infinite ammo. Also “GiveItemEMs” (Gives 50 Engineering Materials).
[Update] Alignment for all primary "good guy" characters now change when XO-1 occurs
[Update] Slightly lowered maximum fall damage possible with fully powered shock absorbers.
[Update] Per feedback, dramatically increased the "waffle" times for when the player is out of sight of the AI. Result is the agitation/tension will increase dramatically slower for players generally staying out of sight of the AI. If you announce your intentions to talk and then stay out of sight, it will take a full hour for a squad tension meter to rise one point.
[Update] The player is now a bit more maneuverable in the water! The minimum swim speed has been increased from 0 to .2. If you want to back up or slightly adjust your position, that's now far easier.
[Update] Per feedback, we’ve restored a previously removed additional way into the “212121” area where The Voice encounter happens.
[Update] Can now scan the strangely inactive turrets in the TTCore.
[Update] The Frank McFranky encounter now ALWAYS happens when entering the final Upper WaterHub room.
[Update] Fixed automap so that it doesn't give away the secret door/wall in TTCore.
[Update] Major optimization pass performed on interior Hotel floors. Big performance gains.
[Update] Various art and lighting improvements to Hotel Lobby.
[Update] Enemy status indicators now conform to new HUD style.
[Update] All physics enabled recyclables now make simple sounds when they make physical contact with something. If a player drops a physics recyclable, it will make sounds as well.
[Update] A series of level design changes were made to the WaterHub to avoid geometric conflict with the bottom of the Lobby level.
[Update] Lobby performance improvements. Still more to come on this front (the Lobby is an insane level…). Also, known issue: you may experience “flickering on/off” of parts of the Lobby - if this occurs for you, kindly consider sending us screenshots of precisely where it happens?
[Update] Updated some of the lighting in TopExt to help navigation.
[Update] Red robots now appear quicker in the S.O.S scene, if the player is XO-1.
[Update] Red robots now always spawn in the S.O.S scene if the player is XO-1, even if the player walks away.
[Update] The secondary light of the flashlight has been buffed to 10% power instead of 5% power.
[Update] Adjusted some of the window glass and snow storm effects in the Hotel Lower rooms.
[Update] Doubled projectile movement for KAR, Strommon, and Shotgun rounds.
[Update] Modified standard talk anywhere in TopExt and the Hotel, so an NPC will no longer be able to talk to you if they haven't noticed you. They will still be alerted to your presence via sound, though.
[Update] Overhaul of the system for talking down a squad actively in combat. Players now have a chance to talk down all squads from a combat state.
[Update] Yellow transponder removed from Lobby mercs - transponder is no longer required for elevator going back up to the roof from the Lobby.
[Update] Mercs inside the hotel now have a little more to say when you talk with them.
[Update] General lighting improvements in several areas of the world
[Update] “Find Odin” mission now turns off its indicator when the player enters the Hotel Lobby.
[Update] Removed requirement for the Rooftop squad to be dealt with to get the S.O.S mission notification.
[Update] The Superjump tutorial is now a Primary Tutorial, not a secondary tutorial, ensuring that it will always trigger for new players.
[Update] There are now several more Flashlight tutorial trigger zones. It should be pretty difficult now to miss one of them, especially when leaving TopExt.


FIXES

[Fix] Some changes to how “talk anywhere” lines work - though we are having difficulty replicating some of the reported issues with this. Please reach out to us if you still encounter issues with talking to the combatants/”bad-guys”.
[Fix] Fixed multiple vents in HotelTower3 that had holes open to the void. Thx to @Harlock discord user for the heads up and screenshot!
[Fix] Various fixes to the Icer scene.
[Fix] Corrected a scripting error where sometimes a very casual soldier would spawn for the icer scene after everyone had been eliminated in TopExt.
[Fix] Fixed a bug in the Hotel Talk Anywhere Scripting where the player would have to say a line twice to get an NPC to properly respond.
[Fix] Incorrect robot voice removed from elon convo
[Fix] Logic flaw in convo with Ellen/Franky fixed
[Fix] Broken/missing Odin's henchman line fixed
[Fix] Lowered the clamped move speed for elevators and made some logic changes to how they work. It should now be significantly harder for players to jump and fly out of elevators while they are moving.
[Fix] Fixes to healing and repairing tutorials.
[Fix] Fixed a ton of “invisible walls” in the Lobby. Should be all gone now...
[Fix] Fixes to completing the Elon gear mission
[Fix] Fixed a bug where if the player pulled the an Assault Blaster from a chest, they wouldn't get the dialogue about it.
[Fix] Dead bodies in the TTCore level will no longer start out as zombies before falling.
[Fix] Squad leaders should no longer spawn mysteriously injured after loading a saved game.
[Fix] Fixed some phantom collision in TopExt.
[Fix] Fixed turtled turrets that could be seen poking through ceilings - those turrets should no longer turtle. Please let us know if you find turrets poking through ceilings. (screenshot of location would be ace).
[Fix] Fixed a bug where PrimeCitizenPointLights were displayed incorrectly. They would render differently depending on how you looked at them, and whether you looked away from them or not.
[Fix] Fixed some misleading lights in TopExt with no clear source.
[Fix] Career record now properly updates kills.
[Fix] Fixed solar panel power switch. Added a wire to make it absolutely clear what it changes.
[Fix] All public opinion calls are now clamped to 0-100. Should prevent being able to get an erroneous negative number.
[Fix] Fixed bug where accessing the Icer for the Voice would rapidly swap between the context 'SABOTAGING' and 'HACKING'.
[Fix] Fixed a bug where the player could ledge-grab onto the map inside an elevator.
[Fix] Fixed a bug where surrogates didn't really seem interested in fighting the player during the X-01 version of the Icer scene.
[Fix] Fixed some strange aesthetic spaces assigned to Hotel Tower 3 entrances.
[Fix] Fixed a problem with Nanite Fragments, where recyclable versions would spawn at 0,0,0, resulting in no fragment showing up where it’s supposed to be.
[Fix] Definitive fix for that one extremely aggravating transition door in-between the Hotel Lower rooms and Water Hub B.
[Fix] Fixed dialogue problems with Franky in the WaterHub.
[Fix] Corrected lore inaccuracy in the Text Briefing. Changed to dec 21st.
[Fix] Fixed a bug where Elen Gibbons could walk through the Icer
[Fix] Geometric fixes in the really busy tunnels of Water Hub B, near the Nanite Fragment.
[Fix] Fixed some collision on a few pipe props.
[Fix] Fixed a bug where display stands would spawn a fully visible newscaster at the stand.
[Fix] Fixed bug where in some scenarios the binding for shutting of the TT Core electricity wouldn't be called, so the power couldn't be shut off correctly
Last edited by iDGi; Jun 21, 2018 @ 1:43am
iDGi  [developer] Dec 21, 2017 @ 3:53pm 
Early Access ALPHA 1.4
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KNOWN ISSUES

-There is a known crash that can happen when using “streaming doors” near and around the Park and LowerRooms. We are zeroing in on the cause….

-There remains an issue with Elon not rendering (as in, being completely invisible) when coming back to him to complete his mission. We would very much like to know if this occurs for you - please remember details as to what route you took to reach him, if you can!


BIG UPDATE

[Update] There are now 50 Steam achievements that are possible to trigger!


UPDATES

[Update] Removed some save spheres in and around the park for now - this is temporary to help avoid trigger a known saved game issue.
[Update] Important shield upgrade balancing fixes and value changes.
[Update] There are now digital clocks in various spots throughout the gameworld, helps to convey the truly “real-time” nature of the game.
[Update] Hotel Lobby lighting and geometry polish
[Update] FRONT-END: There is now a Control Sensitivity option in the options menu.
[Update] Another elevator on the roof is now accessible, requiring a Red Transponder...
[Update] Added fog FX for when underwater.
[Update] Updated some particles for the Water Hub area so several fans should be much more clear now as to where and how they are blowing.
[Update] Disabled a few spotlights in topExt that had been set to cast shadows, even though they didn't really cast any shadows anywhere.
[Update] Significantly reduced the amount of ammo required for Elon's mission
[Update] Latest HUD fixes and improvements: misaligned career record, sub objective fixes, new objective markers and minor message note changes. Agitation meter scale and positioning improvements.
[Update] Dramatically lowered automatic healing and repairing activation/deactivation values that were preventing players from properly having control over managing health and utility.
[Update] Added way more nanite crystals to B--E_LowerRoomsToPark_Transition
[Update] Placed Park spire-tops in TopExt to improve geometric consistency between levels.
[Update] The player can now press 'Escape' to quit out of the options menu
[Update] It should now be a little bit easier for the player to charge a super jump while falling in the air.
[Update] Replaced nearly all the destructible glass in the Hotel Lobby with static meshes
[Update] Armor health upgrading no longer possible. No longer required for the final balancing plan.
[Update] Turned off physics on some of the Lobby benches so they aren't tossed around so easily by the patrolling AI.
[Update] Started optimizing the Park - not completed yet, but there are some performance improvements.
[Update] Removed unnecessary ladder in TTCore that was causing major player navigation frustrations - oops, the nanites ate it.


FIXES

[Fix] Fixed a major issue introduced in Early Access Alpha 1.3 that caused a whole ton of fans to no longer spin.
[Fix] Fixed erroneous water volume potentially being in TTCore before WaterHub1b streams out.
[Fix] Fixes case where it was possible for a bunch of turrets in LowerRooms to not be activated.
[Fix] Attempted fixes to The Voice to prevent the rare bug of it “sort of” killing the player. Please report if this occurs for you after this version!
[Fix] Fixes to turrets - should no longer appear to be “shooting blanks”.
[Fix] Fixed a ton more “invisible wall” geometry that was in the Lobby. (special thx to FordGTConcept for the real-time help on this during a development Twitch stream!!)
[Fix] Fixed streaming and respawning ammo containers issue in LowerRooms (thx to Andre Zadrazil)
[Fix] FRONT-END: The FOV slider now properly saves.
[Fix] Level surgery performed on water pipe maze to keep it out of the way of an elevator shaft.
[Fix] Fixed a bug where the wind intensity in TopExt wouldn't properly shift after saving/loading or leaving and returning to the level
[Fix] ISS 193 "R25 - "The Freefall Suit" now properly triggers if the player imports a game.
[Fix] A broken newscaster line fixed.
[Fix] Fixed S.O.S. scene logic break that happened in Darsie/R3 talk
[Fix] Replaced Voice “robot voice” in first Voice conversation with recorded V.O
[Fix] “Talk Anywhere” tutorial will no longer fire before scripted/story conversations.
[Fix] Fixed missing geometry near hotel elevators in LowerRooms.
[Fix] Lobby level streaming much improved - should no longer see parts of the world shutting off/on when exploring Lobby (if you DO trigger such a thing, please tell us/show us a video of where).
[Fix] Fixed HUD marker showing the incorrect location of Odin’s “chest”
[Fix] Fixed a bug where Preben wouldn't speak with you if you had engaged in combat in the lobby, and then talked his soldiers down.
[Fix] Fixed various issues with WaterHub streaming doors not functioning correctly and sometimes failing outright.
[Fix] Some minor geometric fixes to TT Core and Water Hub. Making navigation slightly easier and reducing the number of misplaced objects. Some additional lighting near a door.
[Fix] Fixed an old bug where ladders would make (and sometimes loudly repeat) the sound of the player turning off their freefall suit when hopping onto them.
[Fix] The CEAR laser's sounds now have proper attenuation.
[Fix] Fixed bug where the 212121 room would not be marked on Save/Load.
[Fix] Added a few more precautions to water to prevent the Mix Modifier from lingering once you exited the water.
[Fix] Fixed a bug with the Multi-boost B.U.S. upgrade. No longer should the player be required to press and hold jump in the air to activate it.
[Fix] Fixed the geometry around the transition between the TT Core and Water Hub 1B.
[Fix] Fixed several vent buttons in Lower Rooms that had broken when splitting up the level during the recent optimization pass.
[Fix] Realigned several options menu items to be sorted much cleaner.
[Fix] Changed the Nanite Fragment trigger volume from a sphere to a box. Fixes being able to erroneously trigger fragment logic from underneath them, through the ceiling/floor.
[Fix] Fixed a bug where saving and loading would mess around with nonstandard jump input
[Fix] Player crouching and landing impacts are now no longer tied to framerate.
[Fix] The rooftop elevator and glass hallways now correctly align with each other.
[Fix] All instances of erroneous level geometry loading should be gone now. We’ve revamped how the streaming volumes are controlled and it’s much cleaner now.
[Fix] Fixed bad nanite collision that was causing some areas with a lot of nanite crystrals to be hard to navigate or even inaccessible
[Fix] Fixed one of the power switches in Hotel Tower 3 so that it now properly shuts down a fan.
[Fix] Made some of the ledges in Hotel Tower 3 easier to climb up.
[Fix] Removed some debug objects - a KAR in Hotel Tower 3 and a stealth node in the park.
[Fix] Several small geometric fixes in the Water Hub
[Fix] Fixed a few convo manager topics that could be skipped by saving and loading, therefore screwing up execution. They are now placed on save/load timers in the Psi Master.
[Fix] Fixed a logic error where the soldier wouldn't show up in the Icer scene when he should, and would show up when he shouldn't.
[Fix] Fixed a bug with initiating conversation with combatant NPCs that prevented valid player responses from showing up.
[Fix] Adjusted some snow geometry in TopExt to make a doorway easier to move through.
[Fix] Adjusted a ladder in TopExt to make it easier to climb.
[Fix] Delays in the player's super jump activation are now retriggerable. This should prevent players from accientally triggering a super jump if their jumps are timed in the right rhythm.
[Fix] Fixed a small area in the water hub where the player could ledge grab up and stand in a ceiling area.
Last edited by iDGi; Jun 21, 2018 @ 1:43am
iDGi  [developer] Jun 21, 2018 @ 12:58am 
Early Access ALPHA 1.5
----------------------------------------------------------------------------

KNOWN ISSUES UPDATE

-“bRegistered” Crash
We are happy to announce that the infamous “bRegistered” crash has been fixed. This means that the game is now very stable, and all of the Act 1 content should be quite playable in any order.


BIG UPDATE

Major combat balancing change. The early player is now much, much stronger, more befitting a Consortium Bishop. This change also aligns the early game combat difficulty to be much closer to the intended Rooftop narrative. Details of changes:

-Incoming and outgoing damage has been changed significantly.
-NPC armor damage propagation works differently now so that each successful hit from the player will now visibly reduce health on the health bar.
-Toughened up shield nodes so they can handle incoming damage much better and won't break so easily
-Tasers will now render non shielded targets unconscious much faster. Shields now take a little longer to tase down (don’t worry, upgrades are coming for the taser to overcome this).
-Fully re-tuned the damage type values so that energy damage is superior at shredding and damaging through physical armor, and similarly, physical damage (bullets, shells) can shred through energy shields. Conversely of course, physical protects best against physical, and energy protects best against energy. It was always *sort of* balanced this way, but now it’s much more pronounced to hopefully encourage changing up weapons more.
-Re-tuned the NPC Stamina system. Once a combatant has been 75% wounded, the chance of them surrendering soon after is now greatly increased. In addition, their stamina will begin to fall very fast as they succumb to their wounded status, rendering the target unconscious within 5-7 seconds. Encourages shooting combatants down to be very wounded, then disengaging and waiting ‘til they drop unconscious or surrender, then incapacitating them with nanites.


UPDATES

[Update] Freefall suit controls and handling polish - fixed up long-standing issue where player would stop in mid-air when disengaging the suit thrusters. Momentum is now properly maintained throughout. Also tuned thrusters to more realistically counter gravity.
[Update] Complete rebalancing of Engineering system. Major utility energy cost boosts to upgrades, engineering point requirements. All upgrades now take 5 seconds to complete.
[Update] Fixed Elon’s dialog tree so the option to tell Elon NO stays around longer
[Update] Alvarez’s loudspeaker lines now sound like they come from a loudspeaker.
[Update] Park tree and spire layout now properly matches roof tree layout.
[Update] New talk anywhere failure lines for Hotel Squad (ISS’s 804 - 823)
[Update] New talk anywhere lines [800] and [824] to Hotel Squad
[Update] Tuned electrified water damage
[Update] Significantly reduced the time it takes for a water hub door to open. Should help prevent non-progression bugs in level streaming, as well as make it less tedious to spend time in the water hub.
[Update] Wind now supports falloff curves. Implemented for all underwater fans, simulating water current strength loss with distance and improving gameplay.
[Update] Change to global turret placement, types and damage balance. Expect the unexpected...
[Update] Frag grenades removed from rooftop Mercs.
[Update] Rocket turrets removed from game entirely - they need more polish, will be re-introduced in Act 2 levels.
[Update] HUD: Enemy health/stamina bar now has icons instead of words, easier to read bar levels now.
[Update] More recyclables and save spheres added to WaterHub areas.
[Update] All previously static placeholder cabinets in the Hotel are now openable. Goodies found within.
[Update] If you import a universe from CONSORTIUM, you now start with a lower public opinion if you killed mercs on Zenlil.
[Update] Updated the C3800 ending text to reflect what the player can do to avoid the XO-1 ending.
[Update] Being shot and killed by Malcolm’s guard now gives a unique end-game death text.
[Update] Added a new nanite/recyclable turret trap in the Lobby.
[Update] Made a slight change to how the automap handles the “unknown interference” area - hints at a future art pass where all of the waterhub automap “boxes” will be cylinders, to more easily distinguish underwater areas and normal areas.
[Update] Total squad kill / incap dialogue no longer plays if the player has reached a public opinion rating of 0, or is XO-1’d.
[Update] New method for determining when the play is or is not at the surface of water.
[Update] Fixed up the visibility of two turrets in waterhub1B and added cover spots.
[Update] Added a colored wire visually connecting a power switch with a fan in HotelTower3.



FIXES

[Fix] Fixed vent aesthetic space not properly being set for HotelTower3 vent maze
[Fix] Modified level to allow players to get out of the multi-fan water pit in the WaterHub.
[Fix] Removed erroneous scene with the Surrogate if the player was XO-1 but had NOT yet met the surrogate via the S.O.S scene.
[Fix] Elon will no longer try and make you surrender if you defected from the Consortium. Also fixes for triggering Elon’s conversation.
[Fix] Fixed a really nasty bug where the full XO-1 WaterHub combat sequence wouldn't trigger.
[Fix] Fix for fans erroneously not spinning in HotelTower3.
[Fix] Fix for fans not damaging players sometimes.
[Fix] Ledge grab fixes to make ledge grabbing out of water work better and more consistently. General fixes to hopefully improve the system overall. (if you find a way to ledge grab out of the world, we want to know about it please :)
[Fix] Fixed bad water volume placement which could cause very broken "swimming in the air" behaviour in waterhub
[Fix] Fix for the wind sometimes erroneously turning off on the roof.
[Fix] Fixed up the interaction prompts for closed/locked doors to be consistent and valid.
[Fix] Fixed a nasty bug with doors where a player could open a door, quickly rush through, and
open another door before the last one had closed to unload their current level - ending in falling through the void.
[Fix] Fixed vent door that was erroneously set to release end door.
[Fix] Fixed bug where Talk-Anywhere ISS’s would sometimes linger after you talked to someone
[Fix] Fixed a logic oversight where the player would be able to break the Elon equipment mission.
[Fix] Fixed “ACHIEVMENT_TRAITOR_CONVO” triggering when it should.
[Fix] Various automap labeling and box additions/fixes.
[Fix] Fixed various issues with respawning and stuck recyclables in the Lobby
[Fix] More corrupt invisible geometry removal from the Lobby
[Fix] Fixed various streaming issues in the Lobby
[Fix] Park level fixes - misaligned assets, gaps in geo, ledge grab fixes, etc.
[Fix] Fixed a logic bug that left the visual effects of the tactical mode on during the XO-1 sequence.
[Fix] Tons of badly placed art assets in the WaterHub fixed.
[Fix] Fixed problem logic with save spheres and loading doors that would leave cases where if the player rushed very quickly, they would be able to enter a save sphere and save before levels had properly finished loading in.
[Fix] Lobby sublevels no longer erroneously stream in when exploring the top of the Main Tower Elevator shafts.
[Fix] Removed mysterious geo placed high up above the tower
[Fix] Geo gaps in vents and in in other spots fixed.
[Fix] Fixed rare bug where releasing the super jump button literally .01 seconds too long would produce a bug of you charging a super jump while not having the button held down.
[Fix] Fixed a bug where the electrified water in the TT Core might not be properly shut off if the player had flipped the correct switch in the Water Hub.
[Fix] Fixed a bug where the team would comment on the TT Core water being electrified- even if it wasn't anymore.
[Fix] Numerous small fixes - water placement issues, asset placement fixes, etc.
Last edited by iDGi; Jun 21, 2018 @ 1:42am
iDGi  [developer] Oct 29, 2018 @ 3:12pm 
Early Access ALPHA 1.6
----------------------------------------------------------------------------

Special thx to iDGi forum user fanatictentacle for helping us prioritize fixes for this update!

MAJOR UPDATES AND FIXES

Automap 2.0: The automap has received a complete major visual overhaul and now includes proper color coding.

Green = Standard interior sections.
Hard Yellow = Major door/entrance connecting two sections.
Blue = Water/Flooded sections
Red = Vents/Industrial sections

The goal of the overhaul was to make the map more useful to understand how to get around the Churchill Tower environment. The automap is not 100% complete, but we think it’s greatly improved and should now be far more useful.

Hotel Rooms and Lobby level design and performance overhaul.

-The hotel rooms found from using the yellow transponder elevator from the roof are now far less confusing.
-All various bugs and issues with AI getting stuck in things, missing/popping sections of the world, etc have been fixed.
-In addition, the entire Lobby environment has received a significant level design improvement, resulting in both better gameplay and vastly improved performance (3-4X FPS boost in some cases). All streaming bugs are fixed.
-Even more optimization can be performed on the main hotel levels, once further art polish and any fixes from these changes are made.


UPDATES

[Update] The Environmental Regulator hardpoint device can now be found in the gameworld. There are currently only two in the entire game - can you find them?
[Update] The player can now start the S.O.S. scene if they are actively in combat with the Rooftop Squad. This addresses the player reported issue of not being able to trigger the S.O.S. scene even though the light is flashing.
[Update] Rebalanced upgrade costs across most gear
[Update] KAR bullet energy generation and storage space tweaks
[Update] Debuffed rooftop merc armor's defense against strommon rifle bullets
[Update] WaterHub - new secret way around deadly fan/switch puzzle. New nanite secret/recyclable cache.
[Update] Turret armor reduction.
[Update] Proton bolts fired from CEARs and turrets now travel much slower and can be dodged but they do more damage.
[Update] Vastly improved and updated Elon's stash on the Roof
[Update] Organ damage times, chances and costs updated to hopefully be less annoying and more interesting/varied.
[Update] AI confidence numbers changed to hopefully vary up their behaviour more.
[Update] Special FX updated for when inside the phase field
[Update] Changes in Temperature occur 5 times faster now.
[Update] A few extra hidden recyclables added across many levels.
[Update] Updated inventory item description texts to be accurate and useful.
[Update] Reduced Hotel squad initial agitation values and drastically increased time it takes for agitation to increase on its own if player is out of sight regardless if the player used “talk anywhere” or not.
[Update] Increased abandon distance for all Odin convos so that they won’t start shooting at you if you move any distance at all away from him
[Update] Changed how agitation levels on squads are lowered after talking them down from fighting - more consistent now.
[Update] Doubled the strength of the flashlight
[Update] Doubled shield strength upgrade values and boosted bullet damage multiplier reduction upgrades
[Update] Reduced maximum distance that AI can start detecting player. Boosted detection times when close to AI.


FIXES

[Fix] Fixes spots in waterhub where players could get pushed out of the world
[Fix] Fixed issue with blocked door in lowerRooms not being visually blocked with dirty TT (thx Bishop21)
[Fix] Phantom collision removed from TTCore and Park
[Fix] Fixed a bug where K15 would get annoyed at you for not calling her, even if you had just finished the conversation with her.
[Fix] Fixed a bug where Elon would tell the player to "Stay right there!" twice after first speaking with him.
[Fix] Fixed issue where you couldn’t talk down hotel squads with talking unless you had previously talked to them.
[Fix] Plugged hole in TTCore that led outside the world
[Fix] Fixed issue with Main Tower B elevator door being not accessible.
Last edited by iDGi; Oct 29, 2018 @ 4:15pm
iDGi  [developer] Oct 31, 2018 @ 8:47pm 
Early Access ALPHA 1.6.1
----------------------------------------------------------------------------

FIXES

[Fix] Various level geometry and art fixes across hotel levels.
[Fix] Major fixes to elevators, formerly offline elevators now online.
[Fix] Fixed single soldier getting wasted by turrets.

UPDATES

[Update] As a consequence of additional optimization of the lobby, a new secret level has been added…
iDGi  [developer] Feb 15, 2019 @ 3:34pm 
Early Access ALPHA 1.7
----------------------------------------------------------------------------

MAJOR UPDATES AND FIXES

Hotel Merc Voice overs. ~350 lines of new V.O dialog has replaced the Hotel mercs! Hotel mercs having “robot voices” is finally a thing of the past.

Two new levels available to find and explore. (The massive OfficeHub5 and SideVents). This the first non-backer access to two new levels, the start of Act 2. Please note: these levels are still relatively early and will get more content as time goes on, but we’re now interested in general feedback and play reports from these levels.

UPDATES
[Update] Incapacitation nanite speed now in sync with C1 REBALANCE
[Update] Some changes made to Floor 169 to help navigation (THX @Ford, @DD for particularly helpful playtest reports). If anyone still has trouble finding the exit from Floor 169, we would like to know about it.


FIXES
[Fix] Fixed missing bodies in TTCore
[Fix] Plugged hole into void on Floor 169 (THX @DD for finding this one!!)
[Fix] Fixed up wind strengths and overlap triggers to prevent players from getting pushed through collision and into the void.
[Fix] Fixed waterhub door poking through vent in WaterHub1


HOTFIXES (Feb 17)
[Fix] Fixes multiple issues with the Norwegian Squad Leader mission waypoint. (thx @ Cinnamon)
[Fix] Geometry and wind fixes in Tower 1 elevator shaft

Last edited by iDGi; Feb 17, 2019 @ 2:26pm
iDGi  [developer] Mar 9, 2019 @ 7:19pm 
Early Access ALPHA 1.8
----------------------------------------------------------------------------

MAJOR UPDATE

Introducing AutoTalk. The need to press a key to trigger possible dialog options is gone - if you are able to talk out loud, options will now automatically present themselves. KNOWN ISSUES: The options can stay down even when not near somebody to talk with. Use “move on” to close them for now, we will work to make them more contextual. Also, there are still some known finicky issues with getting some AI to properly acknowledge being spoken to.

UPDATES
[Update] Made the animated talky icon on the iDGi-1 bar turn on more often to help convey the PLAYER TALK choices.
[Update] Doubled volume of player's voice in the environment.
[Update] OfficeHub5 wind/snow volumes reduced. Exterior iDGi-1 disconnect volumes now exist outside.
[Update] Squad Agitation will now lower upon successfully engaging a squaddie in some convos.
[Update] As a reward for finding and engaging Odin in conversation, Squad F Agitation will now be reduced by 7
[Update] Nerfed Freefall suit and BUS ability to protect from Assault Blaster fire.
[Update] Complete balancing pass on player Public Opinion starting value upon coming in from C1. Public opinion now has more direct effect on multiple incoming Consortium communications. Example - no longer will you be told "you're doing GREAT" by K15 if your public opinion is too low.
[Update] New secondary mission objective for securing the roof, cleared by talking them down or killing/incapping everyone on the roof.
[Update] New/streamlined and consistent Quantum Stream log game ending text.
[Update] Added much more variance to starting squad Agitation values. Also, a general Agitation meter “ups and downs” tuning pass was done.
[Update] Security Turret cover and retreat times tuned.
[Update] Tweaks to AI confidence levels - they should surrender a little more often now.


FIXES
[Fix] Fixes CRASHES related to item populate errors with bullets. The bad item is no longer added to the remove list many items (once per bullet) and is instead only added once. (Thx @5oClock for your saved game! Your game will load correctly now! :D)
[Fix] Fixed case where broken weapons are left in the players hand during save and they are moved out of the players hand during inventory populate which causes an item spawn race condition leaving some items unable to spawn in the slot that was taken up by the broken weapon.
[Fix] Fixed helmet and foot upgrades not being saved (someone might have raged quit over this one, sorry)
[Fix] Additional fixes for the Odin quest marker across all lobby levels.
[Fix] Fixed triggering of “newswire drones are swarming the roof” line at bad times.
[Fix] Fixed one missing iDGi-1 tunnel door.
[Fix] Lobby exterior: turret range fixes, and fixed snow/wind not turning off when inside.
[Fix] Fixed piece of floor geometry in Lobby Side 1 that was pushing players out of a moving elevator

iDGi  [developer] Apr 9, 2019 @ 4:25pm 
Early Access ALPHA 1.9
----------------------------------------------------------------------------

MAJOR UPDATES

--AutoTalk is now contextual, so no longer will conversation options stay “stuck” down. Also, when talking to a potential combatant that is facing away from you, they should always turn around to face you after hearing you.

--“LowerRooms” levels in the Hotel - that is floors 169, 170 and 171 of The Tower have all received a pretty big optimization and level design/art/lighting pass. These levels are getting pretty close to “beta” in terms of their completion level. Optimizations will be particularly noticed on machines with less than optimal CPUs - in these cases, one should see major FPS gains.

UPDATES
[Update] Balancing: Many EM (or “gear”) value requirements for upgrades have been lowered
[Update] Balancing: Upgrades that are for lowering gear utility energy consumption are now cheaper overall.
[Update] Balancing: Reduced Utility Energy consumption amount for repairing both BUS and Freefall suit by 50%. Also reduced Util energy consumption for repairing shield nodes.
[Update] All Engineering system gear upgrades now take 1 second to complete.
[Update] Changed it so that both elevators on floor 169 can now be used to go up to 170 to start with.
[Update] Added quite a few more recyclables throughout Hotel interior levels. Especially inside cupboards.

FIXES
[Fix] Sound volume sliders in options menu now function. Known issue: settings aren’t saving yet.
[Fix] Multiple big holes in the Hotel interior fixed
[Fix] Moved erroneous automap box from LowerRooms to automap master


iDGi  [developer] May 11, 2019 @ 10:54am 
Early Access ALPHA 1.10
------------------------------------------------------------------------------------------------

(special thx to playtester Ford with amazing playtest notes and videos!!)

MAJOR UPDATES

-- The section of the Hotel Lobby where the Hotel squad leader “Odin” is found has received a major optimization and level design/art/lighting pass. The level is still not quite final, aesthetically speaking, but overall it is very close to beta now. Optimizations will be particularly noticed on machines with less than optimal CPUs - in these cases, one should see major FPS gains.

UPDATES
[Update] Changed Consortium CMC reactions when discovered by AI on roof to correspond to how high the Agitation is for the rooftop squad, rather than being random. More contextual now.
[Update] (Balancing) Rebalanced size of weapon Utility yield VS PCU storage space requirements. (Fixes KARs outrageous PCU footprint).
[Update] (Balancing) Large boost to EM yields from high-end recyclables.
[Update] (Balancing) Turret armor chunks no longer yields EMs when recycled.


FIXES
[Fix] Fixes geo that blocked players from getting from TTCore to WaterHub.
[Fix] Fixed a couple Elon bugs that prevented Elon and Squad C from properly AGGROing
[Fix] Fixed bug where the "End Of Battle" logic would fire upon despawning guys when leaving a level. Basically prevented any deaths not caused by the player from ever firing off that logic. (it is a mystery how this issue arose in the first place…)
[Fix] Fixed getting erroneous CMC messages about combat with guys on the roof inside the Hotel
[Fix] Fixed ladder on roof that had dismounting issues
[Fix] Fixed mismatched elevator on roof that could cause players getting a little stuck
[Fix] Fixed holes, mesh issues and invisible walls in Hotel rooms and Lobby

Last edited by iDGi; May 11, 2019 @ 10:56am
iDGi  [developer] Dec 21, 2019 @ 7:47pm 
Early Access ALPHA 1.11
------------------------------------------------------------------------------------------------

Stealth gameplay improved and completely rebalanced. Playing The Tower as a stealth/exploration game should now be far more entertaining than before. Improved soundscapes, polished levels, fixed Shotgun, major bug fixes.

MAJOR FIXES

[Fix] A nasty long-standing major bug where Squad Leaders could be found completely invisible and broken is FIXED.
[Fix] Another long-standing bug where most of the NPC to NPC conversations could never actually be heard by players is FIXED. This means sneaking gameplay just got a whole lot more interesting, many conversations that can be heard add quite a bit to the narrative...

UPDATES

Narrative
[Update] All Norwegian mercs now have subtitles, and eleven conversations can now be heard between Norwegians.
[Update] Upped the range from the player at which NPCs may begin to carry on conversations with each other - now at 2000 units.

World
[Update] Vidal Desertch (iDGi-1 Inventor and principal operator) discovered some details on the Tower rooftop that we’ve missed until now. Specifically, details centering around the Churchill Tower Hotel Park. These details are now correctly included - he believes there is still more to be found in and around this area that was missed by earlier iDGi-1 scanning efforts. Developing…
[Update] Major “Odin Lair” area Hotel Lobby level design and art polish.
[Update] Minor automap improvements: Save spheres stand out more now. More elevator door labels to hopefully aid in Tower navigation. (Note: Automap still has a long way to go before we can call it done. Feedback for this is still being sought!)
[Update] Improved ammo cache in upper hotel rooms.
[Update] Improved AI positioning in hallway entering Upper Hotel Rooms from the Park.

Combat
[Update] Based on recent player rooftop combat related feedback, rebalanced rooftop mercs: A.I. stamina damage incurred from wounds, stamina recovery curve and A.I. confidence levels have all drastically changed. Stamina loss occurs more frequently now - more mercs will drop unconscious and/or surrender now, if severely hurt.
[Update] Upped Kinetic Assault Rifle’s starting accuracy.
[Update] Shotgun deeply improved - can now shoot many times before needing to vent heat, but will incur heat damage if shot while too hot.
[Update] Mercs on roof now have fewer shields

Stealth
[Update] A.I Stealth gameplay completely re-balanced based on player feedback over the past year or so. Meters fill up a little slower now and acoustics and acoustics upgrades have all received a big consistency pass.

Sounds
[Update] New ambient soundscapes for WaterHub, Hotel Lobby and TT Core.
[Update] Virtual sounds re-tuned - loud things will be heard by A.I further now. Bullet fire , bullet impacts, explosions are all heard further by the A.I, now. Weapon switching sound lowered to be the same level of sound as footsteps.

Other
[Update] Added support for NVidia Ansel
[Update] Changed default crouch key to be C. Changed default "comm" to bring up Convo Manager to be Left Ctrl.
[Update] Lowered max possible starting agitation for rooftop squad.
[Update] Removed a bunch of turrets from roof for various reasons.
[Update] Electric water damage boosted slightly.
[Update] Fan damage boosted slightly.
[Update] Boosted util energy use upgrades for Stealth Node.
[Update] Public Opinion - lose 10 if Odin becomes enemy, and lose 20 if weapons are given to Elon (note: this will become more refined later).
[Update] All recyclables in the entire world now have a higher Utility Energy yield, especially the higher end ones.


FIXES
[Fix] Fixed issue where the “?” would pop up on AI, implying they are seeing the player, but the “?” meter was not filling. The meter and actual sensing distance are now in sync, set to 5000 units. AI previously could “see” 6000 units away but with a broken “?” meter, resulting in much player confusion.
[Fix] Fixed broken nav mesh that broke the A.I soldier at the very top of the largest tower.
[Fix] Fixed issue where Surrogate would not show up if players went straight to WaterHub meeting place and skipped S.O.S scene entirely.
[Fix].Fixed erroneous ceiling in elevators that caused player collision havoc.
[Fix] Fixed issue where the two CMC variations based on squad agitation level when spotted was only choosing one, due to enum conversion error.
[Fix] Fixed AutoLoadGame key binding which (oddly…) had a shift modifier before...
[Fix] Fixed "banging physics" objects heard when entering Upper Hotel Rooms from Park.
[Fix] Removed all VR plugins which was the cause of people’s VR hardware thinking The Tower was a VR game.
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