CONSORTIUM VR
CONSORTIUM VR 0.1.34
Version Date
Dec. 21, 2023
Patch Notes
CONSORTIUM VR : Final Beta 1: v0.1.34 is live.
CONSORTIUM VR BETA v0.1.34
With this year’s solstice iDGi-1 signal boost, CONSORTIUM Remastered is now juuuust about complete. Brand new Consortium King convo, finished briefing, tutorials. Major fixes, completed updated choreography.
Service note: Steam VR users of Oculus Quest headsets - use Steam’s new program (on Oculus store) for playing Consortium VR wirelessly on Steam. It is important to make sure that the Oculus app is not running in the background or it will not work.
Second Service note: There are now two launch options for CONSORTIUM VR, for your convenience: Open XR (VR), or Remastered (non-VR).
MAJOR IMPROVEMENTS:
-New Consortium King conversation
-Tutorial videos now in, with custom versions made for Remastered and VR.
-General lighting improvements. Lightmaps now used exclusively, but with dynamic shadows (PC only - possibly Quest 3 in future)
-Final choreography polish done for: Pawn 4 near the end, Pawns in barracks, important hangar bay three-character ensemble convo, Pawn 64 encounter, Pawn 64 first convo in beginning,
-Many brand new Information Console articles can now be found, and many more articles polished and improved for accuracy.
FIXES:
-Fixed characters in chairs not rotating to face the player in a lot of cases
-Fixed crash that happened on plane destruction
-General fixes and improvements for traitor fight
-Fixed being able to knock down the traitor with the shotgun
-If traitor was somehow incapped during the unknown traitor fight when the game is loaded, it is now corrected.
-Fixed bug where the bishops cabin virus state wasn't reverted after all possible paths out of the P64 encounter. The virus state would keep running even after the virus was fixed.
-Fixed bad B bug that could occur if XXXX died juuust before the player's healing nanites completed, erroneously causing both states to be true at the same time (XXXX could die but *also* get up and walk to a chair ;-P)
-Fixed XXXX not thanking the Bishop for being saved due to old rotten Hammer script based around button pressing.
-Fixed VT turning back on no matter what after player chooses traitor, causing ISSUES - fixed so that now the VT turning on will now only turn on if the player's bed (Dream 2) is turning back on as well.
-Added NPC body pose value interpolation
-NPCs that are in convo limbo with the player now stay in their choreo animation state so there should be no more “snaps” when NPCs are in-between sequences.
-Fixed issue with time slowing down while in menus during the intro before Kiril
-Fixed the menu button not working when in left handed mode
-Fixed all instances of “NPC arms going through furniture” in the first half of the game. (second half developing…)
-Now canceling broken Zenlil core sound when mission is complete
-Fixed repeating music that could be triggered endlessly in the Lounge (!). Now triggered in briefing room.
-Save / restore now works correctly during the briefing
-Fixed non-progression bug (!) that could happen if players sat down in the briefing room too early.
-Fixed bug in the ISS global conditions when if a global had never been set before it would be evaluated incorrectly
-Fixed door sound bugs on deck 3 in general.
-Fixed the lightmapping bugs in zenlil_dynamic (objects having lightmaps applied but incorrect shader so checkerboard)
-Fixed light stuck in the detail mesh in upper avionics
-Fixed the XXXX fight lighting on areas and characters
-Fixed the blinky light in the galley during the murder sequence not changing the rooms lightmap state
-Fixed some light meshes not being turned to the off skin when the light is also off
-Fixed alignment changes not always showing correctly if that option is on. This fixes a ton of erroneous and missing changes.
-Fixed instance of Pawn 32 in the hangar bay erroneously teleporting across the room.
-Changed 'SkipSerialization' to 'Transient' UPROPERTY param so the property is zero'd. I get a feeling this was causing memory to bleed between saves for the chip minigame.
-Fixed the tutorial window sometimes showing on top of the bishop HUD in VR because of timings
-Fixed getting into quantum limbo and improved a couple more things there
-VR: Fixed valve index controllers not bound to the new utility functions properly. They use the A buttons now as the B buttons are reserved for the menu button in that case.
TWEAKS:
-Player can no longer use the flashlight with no armor equipped.
-Tweaked runtime of a critical path cmc convo to address super long pause
-Further reduced pause until XXXX stops and turns around when confronted - is now 1- 3 seconds.
-Upped background opacity on the info console from .4 to .8
IMPROVEMENTS:
-VR: lliteral press indication on the arm HUD heal and repair now. The buttons appear to press in as you hold your finger there and release when letting go.
-Clean up for heal and repair indication. Now it tells you if you can't repair/heal because of low utility.
-Intro dream sound/music polish
-Localization: German, Spanish and Russian completed.
-Zenlil Defense Minigame:
-FX Zenlil damage particles polished
-Added Zenlil health and energy to the arm HUD
-Virtual Trainer:
-New iDGi VT user scenario “Death Gauntlet” added to pool.
-Other than some additional polish and tweaks, the VT is now content complete for v1.0.
-Final-ish level design and FX pass made to VT Combat 1. Ceilings, multi-sized walls, added two
heavy shielded AIs that stay in one spot (the retreat zone for AIs) and will only stir if they detect
the player.
-VT Combat 2 - vastly simplified level. Players must shut down all spawners to open ending.
Finalized loadouts, spawn counts/patrols, level completion logic, animated ending squar.
-The VT now unlocks after the briefing.
-Fixed XXXX disintegration sequence having animation spazzes due to unnecessary anims in level sequences. Also polished up final XXXX scene choreo before XXXX dies to reveal more emotion.
-Updated HUD visuals for Health and Armor.
-Added the repairing wrench over the Armor HUD indicator when repairing (animated)
-Updated fonts
-Updated/finished front-end iDGi logo animation sheet
-A.I tuning polish pass: AI health/stamina related Confidence values tuned to change more often based on combat conditions, more fleeing behaviour if everyone's stamina is super low they may all "regroup" before re-engaging. Sped up recovery times from combatants downed by CEAR sonic blasts considerably for much better pacing.
-NEW ENDING (developing…)
-Objectives for post briefing finalized.
-Final “EPILOGUE” Chapter save now happens after first King convo
-iDGi-1 stream degradation now starts to kick in after final convo of stream.
-Original soundscape in ending Quantum Limbo restored
-New ending Quantum Limbo video window
-Setup the teleportation sequence logic from the freefall into the new dream sequence approach.
- All ending teleports fixed up and working.
-Music Finalizing ( developing… )
-removed unnecessary big orchestral hit with player death
-brand new music for briefing