Update: PAMELA v0.1.4.3 is Live! AMD Crash Workaround, Respawn Changes, and Lots More!
P.A.M.E.L.A.ฎ
<Note to AMD Users experiencing crashes: Please visit here for a temporary workaround: AMD Crash Workaround!>
Hello Sleepers!
Weve finished up our round of testing on the latest update, and its a big one. Very excited to finally be putting this live!
Mentioning this again just so no one misses it: weve found a temporary workaround for the AMD crashes (while Unity fixes the underlying issue) please visit this thread for instructions on the workaround and discussion regarding this issue.
Now, lets go through this weeks most significant additions!
Cryo Cores and Respawn Changes
Cryo Cores and respawning have been updated to include some new functionality. Previously, activating a Cryo Bay with a Cryo Core would simply unlock that Bay to respawn at in future playthroughs. With todays update, there are a few big changes here: now, if youve activated a Cryo Bay in the current playthrough, your body will stay on the ground after death and youll respawn at the activated Cryo Bay.
If you can make your way back to your body, youll be able to collect all items, upgrades (with the exception of bio-augments), and lux you previously had. Any bases youve built in the world will also still be present after respawning. To make this process more clear, the Reawaken button on the death screen now says New Game if you do not have a Cryo Core, and Use Cryo Core if you have a bay activated.
Locked Doors and Keycards
Certain doors throughout the environment will now be locked with 4-digit codes, which are randomized each time and correspond to Keycards found within Eden. Each door that is locked in this way has several locations at which Keycards can spawn to unlock it, and these locations are always located within the same district as the locked door.
Behind these locked doors are guaranteed spawn locations for rare items; certain locations such as Garrison Armories may have weapons of buildables inside, or even Cryo Cores in some cases.
Encyclopedia
When you first encounter an NPC or new location, you will now unlock a corresponding Encyclopedia entry. These are found within your AARM Datapad, in the Encyclopedia tab, and contain new insights into the characters and environments in Eden.
In addition to these larger additions, weve fixed a bunch of bugs across the board; check out the Changelog below to see if your particular issue has been fixed.
Let us know your thoughts on these changes in the comments below!
Changelog
Feature
Permadeath Changes:
o When a player uses a cryo core on a cryo bay it will do two things;
A. Permanently unlock that cryo as a starting point in future playthroughs
B. Allow the player, upon death, to respawn using that cryo core at that location
o Upon using the cryo core, the player will return to the current instance of the world with all power levels, placed bases, IVG upgrades, Cyanotril and Battery Backup upgrades, time of day, survival time, and opened containers/doors saved.
o Player Augments, Hunger, Thirst, Fatigue, and notoriety will all be reset.
o A grave will spawn at the location of the death of the player which will be lootable like a container. This container will have all equipped items and inventory items within it, and upgraded attachments will remain so.
o Upon opening the container, Lux, unused upgrade nodes, hacking bypasses, and unused compute cells will immediately transfer.
o Players are able to slot one cryo core in each cryo clinic, but only the district spawned at will have its cryo core used.
o To reflect this, the death menu will change its respawn button to "Use Cryo Core" when this option is available. The respawn menu will only show bays available for clinics that have a Cryo Core actively slotted.
o If a player dies, has a Cryo Core slotted, but exits to the main menu, Continue will allow the player to use the Cryo Core respawn, New Game will wipe the save.
Kiosks now have audio
Certain important side doors now are locked by keycodes. These keycodes can be found around the world and will be entered into your datapad along with the name of the door they are for when picked up.
Keycode locked doors have guaranteed spawns for rare loot ensuring a minimum amount of certain important items
A small subsection of doors are hackable
Added in entries for the Encyclopedia, under Populus, Locations, And Items. This will be an ongoing process
Balance
Significantly increased the spawn rates of security bypasses
The intense combat music now only plays when encountering bosses (Reaper, Widow); a more subtle tension music plays in combat with normal NPCs
Significantly increased the spawn rates of fertilizer
Significantly reduced the spawn rates of ammo
Hostile NPCs are much more aggressive
Bypasses and Fertilizers now have a good chance to be bought from most containers
Dramatically increased the amount of items average kiosks will have for sale
Farms were producing food way too quickly, single use only crops now take 5 minutes, whereas reusable crops take 10 minutes for the initial crop, then 5 minutes thereafter
Containers that are empty are now able to still be interacted with, however their lights will be off and the icon will remain an X when looking at it
Reduced the amount of time it takes for the player to start moving at full speed from a standstill
Player will now gain some experience by surviving for longer amounts of time
Superior Haemoglobin also increases your min fatigue by the same amount
Fix
Fixed an issue where augments would not save
Fixed a rare instance in which Pausing the game could break movement
Fixed issue where hacking bypasses ++ and + were switched in the inventory counters
Fixed issue where the Warden's Fist fx would show up late on a power attack
Fixed an issue where you couldn't refill a completely empty canteen
Fixed another issue with the level up screen effects after death
NPCs interrupt themselves while doing attacks significantly less, which makes their animations much smoother
Superior Haemoglobin was only affecting fatigue and not stamina
Clicking on radial menus will no longer cause the player to punch as well
Observers now flash proper orange color when alarms are going off
Fixed an issue where loot containers did not respect keybinding for the inventory
Added Pamela Ability button to the keybinding menu
Trying to pick up an item from a container when you have no room will now play a negative sound
Fixed an issue where the pod rooms on upper Arcadia would not open unless the district had power, now always openable
Fixed bug with GP Menu where you could not return to it after progressing to Respawn Menu
When the player does not have a game to save, the continue button is greyed out
Added missing colliders to the trusses around Oasis
Fixed a visual bug with attachment containers where they would pick up inappropriate sunlight
When pressing a button that is not accessible (ex trying to upgrade a weapon with no nodes) it will now play a negative sound