Update: PAMELA v0.1.1.6 is Live!
Community Announcements
<Please note! This update will cause existing world save files to be deleted!>
Happy Monday Sleepers!
After some delay fixing last minute issues, we’ve got our first major update ready for showtime.
Why are we calling this a major update, you ask? Well, because there’s a metric ton of fixes, optimizations, and balance tweaking resulting in our by-far largest set of patch notes thus far.
As always, thank you so much to all of you who’ve posted bug reports and in-depth notes here; this is so crucial, and enables us to churn out these updates in a timely manner for everyone’s benefit! Please keep it up, you’re all awesome.
Here are the main highlights of this update:
Saving is significantly more stable and reliable
Due to some unexpected last-minute issues at launch, saving and loading have never quite worked properly. We apologize for all those of you who have lost your epic loot after the save system has hickuped – the underlying issues has now been fixed, and though we’re still working on improvements, you should now be quite safe to build bases, upgrade items, and more without fear of losing everything next time you play.
RAM Usage has been reduced significantly
Through working directly with Unity, we’ve implemented some huge optimizations that have reduced memory usage dramatically (down from roughly 7.5GB to 5.3GB in our testing thus far). These optimizations should reduce crashing for some users, as well as decrease loading times and improve in-game performance. We are still working on some loading time reductions for those of you who experience extreme times (15+ minutes) and will post further updates as we progress.
Hacking Balance 3.0
We’ve been tinkering further with the hacking difficulty systems; at launch, too many objects were locked with too high of difficulty, so we nerfed them quite significantly. Last patch, it seemed that hacking became trivial in most cases, so we’ve played with the way difficulties are calculated. Read the Hacking section of the patch notes for the full info on these changes.
Tons and tons of additional fixes and balance Tweaks
There’s simply too much to describe here, so please read the full patch notes if you’re dying to know every fix. We’ve been replying to threads to notify the OPs if the issue has been fixed, so please check there if you recently posted about a bug.
Phew, time for the patch notes. Please let us know your experience below, hope this update is a solid improvement for every one of you! We should have another patch coming mid-week, depending on how we progress with a few things we have in the works.
Changelog
Feature
• Added significantly more ambient sound effects
• Flashlights now do a distance check and tone down their light if they are very close to other objects, will significantly reduce blowout. We would greatly appreciate feedback as to how to refine this feature! (adaptation speed/amount/ etc.)
• Due to above, flashlights in general have now been brightened (before were limited by blowout)
Balance
• Refactored how the hacking system works
o Common Items 5% chance to be locked at easy
o Uncommon Items 20% chance to be locked at easy
o Rare Items 50% chance to be locked at medium
o Epic Items 60% chance to be locked at hard
o Legendary Items 80% chance to be locked at inferno
o Torment difficulty only exists under very rare circumstances, ie. a legendary item spawns, passes a 15% difficulty variance check, then a 50% check to go up in difficulty from inferno
o If a container decides to be locked it has a 15% chance to change its lock difficulty, if that passes, it does a coinflip to decide if harder or easier
o If an easy lock decides by coinflip to be easier, it will unlock
o Certain containers cannot be hackable, Garbage Cans, and Bathroom Vendors
o Certain containers have 25% less chance to be locked, Cabinets, Cubbies, Desk Box Small, and Mailboxes
o Certain containers have 25% more chance to be locked, All Safes, and Weapon Crates
• Every kiosk now has its own unique color!
• Ammo boxes now has 25% less chance to spawn, energy was becoming incredibly common
• Garrison Core hallways are now slightly brighter
• Observers now drop junk items
• When Wardens fist runs out of energy, now doesnt play effects or sounds other than a normal punch (does same damage as a punch at this point as well)
• Pamela abilities now have proper Cooldowns(Not debug): Discharge was 10 is 60s, Guidance was 40 now 45s, Enhance was 0 now 30s, Barrier was 40 now 60s
• Beacons do not need to be powered by a Power Transmitter
• Storage Containers do not need to be powered by a Power Transmitter
• Lux no longer persists after death
• Augment coupons are now called Augment Keys in order to clarify usage, they also permanently unlock, and current ones collected are displayed in the datapad
Fix
• Player built bases should save and be reloaded much more reliably
• Player inventory should save and be reloaded much more reliably as well!
• Time of day should save and be reloaded much more reliably
• Every pickupable item has been made more efficient in RAM, should reduce impact
• Made it so npc breathing after death cannot last forever creating infinite instances causing other audio to stop playing and eventually crash
• Quest details is now much more efficient, should save RAM
• Kiosk system is more efficient, should save RAM
• Medical Station is more efficient, should save RAM
• Keypad menus are made significantly more performance efficient, should decrease RAM usage
• Fixed Issue where sleep menu would show incorrect stat bars that would only seem to go down to 50%
• Statistics are no longer wiped on each death
• Fixed an error with the hitbox on stage 1 male scientist
• Fixed issue causing the lights on containers to sometimes stay lit when emptied
• Fixes issue with closing the inventory while an item was held
• Fixed issue where blood FX were not compatible with 21:9
• Fixed issue where opened doors would not reset properly upon respawn
• Fixed issue where on sale items would sometimes be 200x more expensive
• Sleeping now uses power normally (Need feedback for wether this is too harsh)
• Fixed issue where augment coupons would not activate properly
• Fixed an issue with buildable damage effects that caused them to look super dark and boxy
• All 850 keypads have been manually levelled to be at a more appropriate height
• All 155 Echo Emitters have been manually levelled to be at a more appropriate height
• Fixed issue with gated doors not playing their respective sounds
• VIS-R now offsets the subtitles and flytext appropriately
• Fixed another cause of player undeath and sliding
• Fixed error that caused some pause menu elements to stay up sometimes after closing
• Fixed a potential issue that would cause the background for the datatablet text to not appear
• Reduced some pointlessly high textures, should save a small amount of RAM
• Fixed issue preventing the player from pausing the game when looting a container
• Fixed issue causing the cyano reprocessor to think it required 6 spaces in the inventory instead of 3
• Fixed issue with Build IVG item arrows losing renderques and appearing dark
• Fixed issue where pressing the close button right after opening the inventory could get it to be permanently stuck on
• Fixed innapropriately applied material on Oasis planters
• Fixed issue with Skill Point highlights losing renderque when they turn blue
• Fixed issue where reloading while aiming would not use Energy Cell + and ++ versions
• Fixed issue with mouse not locking after looting containers
• Fixed error where changing the autosave interval would not change the interval
• Brightened text on AARM (specifically from datatablets) when in dark areas
• Fixed Null Reference Exception when loading games
• Fixed a keypad that was hidden behind a power switch in Arcadia Promenade connection
• Fixed Null Reference Exception ocurring when spawning items in some containers
• Fixed issue that caused there to be infinite items in containers sometimes
• Fixed issue that messed up the options menu if you went back and forth too fast
• Fixed issue causing beacons to look really odd when deployed
• Fixed a keypad that was embedded inside a door on Arcadia level 3, making it unopenable
• Put colliders to keep players from accessing incomplete parts of the maintenance stairs in arcadia
• Fixed an issue where an emergency door in Oasis would disappear when you walked up to it
• Removed Duplicate Mesh Colliders from Oasis central canopy
• Updated animation on Water Condenser
• Fixed missing collider on holopedestals near Cryopods
• Fixed missing collider in Arcadia Level 4
• Added LODs to Cryobays/Medstations/Genesis Statopms, Battery Backups, Echo Emitters and Broken Wall Panels, should save some performance
• Fixed smoothing group issue with one of the chair models in genesis
• Fixed Missing mesh colliders on planters in Arcadia connection
• Fixed bug causing the accuracy to display incorrectly
• Fixed an area near Olympia that players could get stuck in
• Fixed missing mesh collider on stairs in the Barracks
• Fixed door to Oasis from Aradia that wouldn’t open
• Got rid of redundant AM/PM marker for the AARM clock
• Fixed error that made all containers say "Large Wall Safe" when hacking
• Removed some meshes that were not important
• Fixed door keypad that was embedded in a glass wall in Garrison entrance
• Fixed issue where Massive resevoir took up a 2x3 slot in the inventory instead of 1x3
• Fixed Missing Collider in Arcadia Lobby Front Doors
• Fixed issue where the Cyanosails would flicker through glass
• Fixed missing meshes on certain broken kiosks
• Compute Cell refixed to not be free
• Fixed geometry going invisible when in Oasis Ark Clinic
• Removed error when moving around Shields and VIS-Rs into incorrect slots