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Thanks!
Uninstalled; go way
12/18/2021
Outer Wilds Patch 12 is now available! For all of you who might want to play Echoes of the Eye during the holidays, we updated and polished portions of the expansion and fixed a number of bugs on all platforms. The patch may take a little longer to publish on XBOX but should go live shortly.
Patch 1.1.12 Changes:
Gameplay
- Significant changes to Endless Canyon level design
- Changes to Starlit Cove level design
- Fixed bugs and buffed certain behaviors during dark sequences (to clarify intended design)
- Made it more obvious that party crashers have nowhere to hide
- Significant revisions to several mid-game clues
- Revised several elements of a certain tower puzzle
- Certain locks in Echoes of the Eye now visibly open when released elsewhere
- Updated/fixed several ship logs and their associated pictures
- Made it more difficult to skip dark sequences by surviving certain falls
Tech
-Fix for softlocks when meditating in various situations
- If the input save fails to load, the game will reset to default settings
- Removed a duplicate cosmic event from the map
- Potential fix for stray Brittle Hollow chunks
- Optimized rendering of Echoes of the Eye characters
- CPU optimizations for Echoes of the Eye scripts
- Fix for the player ending up in an unexpected place when falling into the water during a transition
- Fix for a water body not being visible in the Scout's view under certain circumstances
- Fix for a particular moon locator being oriented backwards
- Fixes to various visual and physics bugs caused by leaving your Little Scout in certain locations
- Fixing a bug where you could obtain You'll Never Take Me Alive achievement without the Echoes of the Eye expansion
- Added evidence of a day/night cycle to a certain location
- Fix to a bug where rafts were floating in outer space
- Certain elevators and islands do not disappear anymore when a certain cosmic event happens
Additional visual effects added for Echoes of the Eye characters
- Fix for a softlock caused by the player being able to drop an item in an end game situation
- Fade effects added for entering certain tunnels in an alternative view mode
- Visual improvements to a few specific windows on the Stranger
- Fix for undesirable behavior when entering vision torches at an unusual angle
- Standing under a particular elevator now kills the player more reliably
- Minor fixes to base game end sequence
- Stars in a certain location now respond to a specific event
- Fix for a certain group of trees in the Stranger not always having collision
Art
- Fixed incorrectly inverted spacetime during a certain late-game story beat
- Added visuals to lend sense of finality to Echoes of the Eye end sequence
- Updates to several slide reels to improve clues
- Updated several murals on the Stranger
- Small visual fixes around the Stranger, Brittle Hollow and Quantum Moon
Localization
- Numerous small fixes
PC Only Changes
- Lowered mouse sensitivity minimum setting
- Input rebinding save resiliency improved
That's the End of This Update
We're aware of other bugs on multiple platforms, particularly input issues, and are working to fix them in a future patch. We have updated our support page with common solutions to several of these bugs. We really appreciate the time some of you have taken to report these issues.
Thanks for your support and keep exploring!
Happy Holidays,
Mobius
Also now if you use the datamined codes to open the prisoner's vault instead of dying, the vault will also open outside of the virtual world, showing the prisoner's corpse
Same here. I have finished the base game and the dlc. But I am following a streamer who is about halfway through EotE and is wondering if he should update or not mid playthrough.
"Significant changes to Endless Canyon level design" This is the part of the dlc that made me consider quitting the whole thing (after pretty much cheating to get past it I realized I had just been dumb and not realized the solution btw) so I am wondering if they have done something to either make it more solvable through stealth or less?
Not taken a proper look at Starlit Cove and the tower, but apparently there are now closed doors with lit candles. You can extinguish/light them to open/close doors. So they now match up more with how the real world doors work unlike earlier where they were basically walls.
Also, the people seem less aggressive in hunting you? Might be my imagination but it felt a bit easier to avoid them. Trying to stealth Endless Canyon is still not for me though.