Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on March 10, 2017, 12:39:37 PM

Title: P.A.M.E.L.A.
Post by: Asid on March 10, 2017, 12:39:37 PM
(http://cdn.akamai.steamstatic.com/steam/apps/427880/header.jpg?t=1489068078)

Days are never long enough, and night is perilous. Manage Eden's power to keep the lights on, and control your environment.

Official Site: Here (http://www.pamelagame.com/)
Official forum: Here (http://steamcommunity.com/app/427880/discussions/)
YouTube Channel:Here (https://www.youtube.com/watch?v=vbDnFCm7BG8&list=PLqWHCCKkJ40m5yfE9gVeStaTZoHBk5GkX)
Steam: Here (http://store.steampowered.com/app/427880/)
Wiki: Here (http://pamela.gamepedia.com/P.A.M.E.L.A._Wiki)



Single-player


Official trailer
https://youtu.be/vbDnFCm7BG8

About This Game
P.A.M.E.L.A. is an intense open-world survival horror game set in Eden, a fallen Utopian city.

Play as a Sleeper, awoken from cryosleep in Eden, a fallen utopia wrought with death and danger. Utilize a wide range of hi-tech weapons, equipment, and build-able items that can be upgraded to suit your needs. Meet PAMELA, an omnipresent AI overseer who is left alone watching over the once-vibrant city, now reduced to a silent monolith gliding across the ocean.

(http://cdn.akamai.steamstatic.com/steam/apps/427880/ss_a1e1fad083e3ace552ae17b8326ece7847ec3b45.600x338.jpg?t=1489068078)


Features

•   Friends and Foes
Interact with various factions, including the Afflicted citizens, security droids, robotic custodians, and more mysterious denizens hidden within Eden's depths. Each faction exhibits its own unique behaviors and alliances, and will react dynamically to the player’s behavior to become allies, or enemies.

•   Scavenge to Survive
Experience tense gameplay in a richly developed sci-fi universe. Each decision is meaningful, and each encounter could be your last. Wield and customize an array of modular equipment to defend yourself and explore the environment. Utilize an immersive UI and full body awareness, which removes all boundaries between the player and the horrors of Eden.

•   Enhance Yourself to Thrive
Manage the power reserves of the city, using energy only when necessary to avoid the dangers of being stranded in the dark. Upgrade your weaponry, and construct a safe haven to defend against the denizens of Eden. Enhancing your body with Bio-Augments will give you an advantage over your enemies, but at what cost?

•   Uncover the Truth
Uncover the tragic events that lead to the downfall of a civilization, and fight for your life as the broken citizens of Eden defend their home against your intrusion. With a personality-driven AI system, no encounter will be the same as the Afflicted react in unpredictable ways, driven by their excruciating pain and disfiguring disease.

(http://cdn.akamai.steamstatic.com/steam/apps/427880/ss_de179e544213d4c9071c412369430a6ebcbbb7a5.600x338.jpg?t=1489068078)

(http://cdn.akamai.steamstatic.com/steam/apps/427880/ss_86c21f7148f88c42bf0fd654f428db02441c5b9d.600x338.jpg?t=1489068078)

(http://cdn.akamai.steamstatic.com/steam/apps/427880/ss_52de04ada12d974693bb608362580db77fefdc5c.600x338.jpg?t=1489068078)

(http://cdn.akamai.steamstatic.com/steam/apps/427880/ss_7056d29fa2a9549a357e0d662473caca136734f7.600x338.jpg?t=1489068078)

(http://cdn.akamai.steamstatic.com/steam/apps/427880/ss_938a8a644f7e5f72ed89a084c119f58d20752efa.600x338.jpg?t=1489068078)
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 11, 2017, 01:37:41 AM
Patch: PAMELA v0.1.0.18 is Live!
11 MARCH - NVYVE STUDIOS

Hello everyone!

Well it’s been a rollercoaster ride so far; lots of you are having a great time (woo!) and lots of you are having some nasty issues (bad!). We apologize for the issues, and thank you all for your patience!

We’ve spent the past ~36 hours reading through every single bug, crash report, and piece of feedback on the forums here. Thank you to everyone who’s posted reproduction steps and emailed crash notes; these have been incredibly valuable and help us to make the game better for everyone.

Before we get to the patch notes (of which there are a lot!), here are a few suggestions which have helped some users to minimize crashes and reduce stuttering:
•   Disable Broadcasting in the Steam Settings
•   Disable Steam Overlay
•   Make sure to close any expensive programs running in background/desktop, specifically ones that consume a lot of memory

Please note: we are working directly with Unity on tracking down some possible memory leaks/bloat, these are just temporary workaround suggestions in the meantime.
Without any further ado, please find the full patch notes below! From our internal testing, several of these fixes should improve stability (specifically crashes) quite significantly for some users.

Changelog

Feature
•   Added Flytext event that notifies player when the power state of an area changes

Balance
•   Game now defaults to medium settings instead of high
•   Full power in a district will now last 1 real world hour in time before running out
•   Emergency power in a district will now last 2 real world hours before running out
•   Day night cycle has been increased from 40 minutes to 1 hour of real world time
•   Hunger and thirst depletes 10% slower

Fix
•   Fixed issue not allowing you to change your screen resolution in-game
•   Fixed issue with audio playing during load sequence taking up unneccesary system resources
•   Autosave no longer happens during or just after initial cryo sequence
•   Fixed shadows hitting underground objects from the sun that didnt need to calculate shadows, should reduce drawcalls specifically in certain garrison areas by hundreds
•   Fixed an error causing the buildable container menu to not exit properly when pressing the x button
•   Fixed spamming error when using a poison dart on a security entity
•   Removed a piece of unnecessary code that would have caused some crashes
•   Fixed colliders on glass components in ARK Med Cryo area
•   Fixed null reference exception in the Reaper AI
•   Fixed animation issue occurring when sprinting with a buildable object in place mode
•   Fixed inability to hack items if they were too high off the ground
•   Fixed some input errors when clicking in the Datapad
•   Fixed objects being stuck in place mode forever if you canceled place mode while your inventory was full.
•   Fixed error with echos not being interactable by controller in the Datapad menu
•   Fixed a bunch of errors that occured when switching between main menu and game mode
•   Fixed missing Kiosk icon
•   Fixed an error with loading save data
•   Fixed input errors with controller in Pamela Ability menu
•   Fixed error with controller build menu navigation
•   Fixed an error with textmesh transitions when using the augment menu in Genesis
•   Fixed error with Pamela abilities saying they are acquired when they are not
•   Fixed the Garrison elevators incorrectly reading out the floor number of the elevator
•   Fixed an miscellaneous error with npc combat logic
•   Updated LipSync middleware to fix errors
•   Removed glass that was bisecting a corner in ARK Medical level 2
•   Fixed an error that caused npcs to play audio after death
•   Fixed visual error causing a red wall to appear super bright in ARK Medical
•   Changed all ambient sounds to stream, taking up less system memory
•   Fixed an Dotween error that was spamming, especially during spawn sequence
•   Fixed a door pad that was sunken into a wall on level two ARK Medical
•   Fixed and error with a shader reference
•   Player will no longer be damaged over time by nanite collider when in the Garrison Armory

Let us know your results in the comments; we’ll be keeping a close eye on our analytics and the forums as always to make sure these fixes work out! Expect another patch build tomorrow with several more balance tweaks and miscellaneous fixes.

Title: Re: P.A.M.E.L.A.
Post by: budd on March 11, 2017, 05:14:02 AM
 I might just get in on this EA. I got in in 7 days to die, Empyrion and PZ and have been happy with those, if it's the right game I like to get in early and play while it grows, need to do a bit of research first, but it looks like fun. Thanks for posting.
Title: Re: P.A.M.E.L.A.
Post by: budd on March 11, 2017, 05:42:17 AM
Noticed you have a few game hours in Asid, how's the stability and load times after the last patch? Been reading up on the game, I know it's EA but I got to be able to play. Guess I could try and refund it if it don't work.
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 11, 2017, 12:18:58 PM
Hi Bud

I have been following this for a while. Very ambitious...Small indie dev team.....

When It was released it was terrible for many. Very long load times, crashes, resolution issues. In fact it was unplayable for many people. I couldn't play it. The negativity in Steam came from the release issues.

The devs responded quickly with a patch. It fixed a lot. I can now play. Played about 90 minutes with no crash or issues. I died from starvation  :violin

It is very atmospheric. Great lighting effects. It is creepy. If when you die you can re-spawn but you loose your inventory...PERMADEATH!!!! This makes the player very cautious. When you add this with the dark rooms and corridors, it is very immersive. I found myself slowly peering into rooms. Slowly advancing down corridors. There are clues to what happened to society but the game is open world. No hand holding. Do what you want when you want BUT you gotta eat and drink!

The interface works quite well, though I might re-map a couple of keyboard keys. There is no tutorial. You just start slowly playing and I am fine with that.

Note:
Very long load times. Why? It loads the entire world into RAM  :eek . The good thing is that it is seamless. No loading when you go to another level etc. There was and possibly still is a memory leak issue. The devs are in-touch with UNITY to resolve this. Another patch is scheduled for today. The devs are active and want to fix/improve things. They will even consider changing the way the game loads and having a non permadeath option in the future. They are also still working on resolution issues.

I like it. I am not disappointed.   :thumbsup It has a lot of content at this stage. If you want to try it then I would suggest waiting a few days until one or two more patches have been released. Then you can try the 2 hour refund policy with a better version.

I look forward to my next play  :scared1


Hope this was helpful Bud.

Regards



(http://images.akamai.steamusercontent.com/ugc/88223231238796138/EBB935423BB85CC8554BC65AECF497614FA94B9E/)
Title: Re: P.A.M.E.L.A.
Post by: budd on March 11, 2017, 03:10:49 PM
Thx Asid, might wait until next weekend to jump in or not, depends if I get that pull the trigger impulse ;). I'm pretty relaxed about EA. By the way is that you hiding under the blanket 8)
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 12, 2017, 01:14:41 AM
By the way is that you hiding under the blanket 8)

I came across several bodies   :scared1
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 12, 2017, 01:22:16 AM
Patch: PAMELA v0.1.0.19 is Live!
Community Announcements

Hello everyone! We’re ready with another Patch release, including a ton of new fixes and a huge amount of balancing tweaks across the board. Also, memory usage should be reduced, which may help users who are still experiencing crashes even after yesterday's patch.

We want to thank everyone once again for the huge amount of feedback and bug reports; we’re happy to say that we’ve hardly received any crash reports since yesterday’s patch, which is great to hear!

Special shout out to several members of the community who have provided a ton of in-depth feedback that helped greatly with this update: The Black Knight of 2fort, Anonymous2013, Smithfield, and many others who mailed in bugs and crashes. Thank you so much for your time, it truly helps us to make P.A.M.E.L.A. a better game for everyone!

And finally, the patch notes! Lots of fixes and balancing, as well as a few known issues to be aware of. We'll have another patch coming on monday or tuesday to address some of the known issues with game Settings not properly applying, along with various other fixes.

Changelog

Feature
•   Added an option for VSYNC in graphics
•   There are now Vending Machines for Buildable items around the world that you can buy various buildables from

Balance
•   Power Transmitters have 200% increased spawn rate
•   Ion Cores have a 200% spawn rate
•   Decreased Fatigue decay rate by 20%
•   Less containers are now locked, and ones that are are more likely to be easy or medium
•   Solar Charger spawn rate decreased by half
•   Flashlight spawns are now 10 times more likely to be white
•   Increased drink spawn rates in the Promenade
•   Reduced armor spawn rate in significantly in all districts except Garrison
•   Moved seed packets to food category
•   Decreased spawn rate for junk items in all districts
•   Lowered the amount of items a weapon crate will spawn, increased spawn chance
•   Added ability for medical items to be bought from Garrison Kiosks
•   Store tills no longer spawn innapropriate items, spawn more lux
•   Small safes now have 85% chance to spawn loot
•   Large safes now have 80% chance to spawn loot
•   Reduced amount of items generic containers hold
•   First Aid boxes have now have 60% chance to spawn items
•   Increased Ammo Box spawn rate to 75%
•   Ammo Boxes no longer spawn junk
•   Made new category of loot, for bosses such as the Seekers, Reapers, and Widows.
•   Lowered spawn rates on non boss NPC's
•   Armored afflicted now spawn more items than normal afflicted
•   Doubled the health of Widows
•   Afflicted now have 50% more health than Degenerated

Fix
•   Texture disk size has been reduced significantly, should not be noticeable ingame, but should decrease RAM usage and may speed up loading somewhat
•   Fixed an issue where status bars would incorrectly show information
•   Datapad text now correctly inherits its brightness values
•   Fixed a null reference exception in the spawn pool
•   Fixed a null reference exception with the AARM
•   Fixed missing collider in the back of Arcadia Lobby
•   Fixed Error being thrown by BloodFX
•   Fixed potential problem causing player to slide sideways indefinetely
•   Fixed issue causing Widows not to spawn loot
•   Fixed an echo in Genesis that was inaccessable
•   Fixed issue where circuits on the left AARM were receiving sunlight while inside
•   Fixed an issue where the highlight mesh of lux cards would zfight
•   Fixed an issue where some posters in ARK Medical were submerged into a wall
•   Fixed the placement of Cryo Bays in Garrison that did not align with the holes in the floor
•   Fixed missing collider in Garrison cryo, potentially causing people to die right after spawn
•   Fixed an issue where a broken cyanotube in ARK Medical was embedded in a wall
•   Fixed an issue with the doors in ARK Medical Cryo where opened doors blocked access to the keypad
•   Fixed another issue that caused npc sounds for Degenerated to play after death indefinetely
•   Fixed missing Colliders on Afflicted Statues
•   Fixed missing LOD groups on Afflicted Statues
•   Fixed an error with the lighting in MinSec being an order of magnitude too bright
•   Temporarily added a piece of text on the loading screen warning about the game appearing to freeze during load
•   Fixed an error with Observer movement
•   Food can no longer roll forever taking up unnecessary system resources

Known Issues

Graphics: Volumetric lighting enabled causes screen to go black; this option will be removed until fixed in future patch

Field of view Settings: does not function, and causes issues if set at any value other than 75; will be fixed in next patch

Reticle Settings: do not currently affect in-game reticle; will be fixed in next patch

Power State Alerts: several Power Notifications appear when first playing; will be fixed in next patch

Save/Load: We are aware of several issues with items not being saved. This is a high priority for us and a fix should be coming next week.

Title: Re: P.A.M.E.L.A.
Post by: budd on March 13, 2017, 12:51:22 AM
Didnt want to keep taking up space in the screen shot thread with al things P.A.M.E.L.A.  to continue on with my play through, well once i went back in and hit continue i was back outside and my upgrades and my inventory was empty :bullshit ...sigh, but still had all my money. Onward and upward, continued exploring the outside got into a few fights :beatings ended up low on health and running for my life as night falls. Tried getting health from the vending machines...nope..it's like real vending machines, takes your money and doesnt give you anything , they have worked for me before this was the first with problems with the vending machines.Apparently eventually you need a bed to rest or your stamina goes to shit, saw a few never picked them up...bummer. From the forums it says no use building a base right now because when you quit it wont be there when you come back, so ill just explore around and learn the game. It's about 5am now and have pretty much been running off and on all night, im currently over by Garrison. Beside the usual enemies, which have been chasing me, came across this dude. I've been upping my stamina so outrunning them isnt a problem right now, but its dark and i keep running back into the same groups.

(http://i1144.photobucket.com/albums/o484/ronnie8691/20170312162736_1_zpsdvukggsz.jpg)

I slip by while he battles the drone.
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170312162808_1_zpsq84ufqmf.jpg)

the drone gets a shot in.
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170312165135_1_zpswhobqrom.jpg)

Title: Re: P.A.M.E.L.A.
Post by: Asid on March 13, 2017, 01:08:46 AM
I better go back and get a bed.....  :whistle

I keep running out of food or water...I think I have worms...Constantly hungry and thirsty  :coffee
Title: Re: P.A.M.E.L.A.
Post by: budd on March 13, 2017, 02:08:04 AM
You searching everything? Other than my first run food and water haven't been an issue, you can get money from the registers and find it laying around for the vending machines. I find canteens, 2 uses per canteen, and there usually juice laying around. By the way the vending machines have free stuff to. I have inventory space problems pretty quickly.
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 13, 2017, 02:26:01 AM
I have been moving very slow and searching all the rooms. I get lost very easily....Keep thinking I'm gonna walk into a  :zombiewalkright
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 13, 2017, 10:46:18 PM
Patch coming tonight
13 MARCH

Hello Sleepers!

We will be putting a new patch live tonight, with several fixes and balancing based on the feedback you're provided since the last patch.

Many of you have asked about loading times, and when they will be improved - we're looking into several methods of decreasing loading times, and are trying to determine what's going to give us the best results without taking ages to implement.

Rest assured we are looking heavily into this. So even if you don't see any notes related to loading on our patch notes, it is something we're working on behind the scenes.

Stay tuned for the next update, and thank you as always for your continued feedback and support!
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 14, 2017, 01:42:12 AM
Patch: PAMELA v0.1.0.20 is Live!
Community Announcements

Happy monday, Sleepers!

We've got a new patch ready, hot off the presses (and a little later than intended!). We balanced a handful of spawn rates and Vending machine costs/locations, as well as implemented a ton of various fixes including FOV & Reticle options being properly respected in game, and fixed the Warden Fist weapon to properly knock back enemies (it is very powerful... try the alternate fire!).

Another big fix for this patch is for those of you experiencing "offset" transparent objects in game. This was noticable when you move the camera around while looking at glass, in which the glass pieces would not correctly follow the rest of the environment. In case you are still experiencing this for some reason, you are able to fix it by disabling and re-enabling TAA Antialiasing.

We've also been working away on fixing the save/load systems which have been causing many of you to lose items on reloading the game, as well as fixing spawn bugs that cause your input to not work properly (stuck running, etc.). This is not implemented in this patch, but should be coming soon if all goes well.

Lastly, not included in this patch unfortunately, we brainstormed some loading time/performance improvements that we'll be diving full force into starting tomorrow. The best part is that this fix will be implemented before full level streaming, meaning we can get some (hopefully) significant loading time reductions without you guys having to wait quite as long. Stay tuned for further updates on this.

As always, thank you all for the wealth of feedback and bug repots (again, Black Knight of 2fort and Anonymous2013 put up incredibly helpful write ups!) and Leonihtus for the thoroughly awesome guide to P.A.M.E.L.A.'s environmental power system! It's amazing to see you guys working together to figure out the game's inner workings and story.

Without further ado, the patch notes!

Feature
•   Added a womens and mens washroom to the ARK Cryo Area

Balance
•   The 4 types of safes are now much more likely to spawn Weapons
•   Augment Coupons are no longer free.....(oops)
•   There is now only one buildable kiosk in each district
•   Garrison and ARK outposts now have loot specific to them
•   Cryo Cores and Turrets should no longer be purchaseable with Lux
•   Kiosks can no longer spawn 6-12 individual items, but 2-9
•   Upgrades are no longer an extremely common drop from safes

Fix
•   Added several missing scene objects into Lightmap, *could* reduce loading times on some computers
•   Fixed FoV slider
•   Warden's Fist now correctly applies Force!
•   Fixed an issue causing the Augment Station's UI to not work properly
•   Fixed issue causing the VIS-R to glitch on and off
•   Wanted level now properly decreases over time (from full to 0 in 20 minutes)
•   Fixed an issue where wanted level would not reset on death
•   Fixed a safe that was embedded in a kiosk in ARK Medical
•   Fixed a large missing collider mesh between Origin and Arcadia
•   Fixed a potential issue causing the trees in the Archives to be culled
•   Fixed Flytext showing up while spawning showing the powerstates being set
•   Fixed Issue where Garrison Elevators had a mixup between buttons for Upper Lobby and Main Lobby
•   Fixed Missing Spawn points in the Promenade/Arcadia/Origin Station/Oasis Garrison Outpost
•   Fixed Missing Spawn points in the Promenade/Arcadia/Oasis/Garrison ARK outpost
•   Fixed a missing collider behind the Cryo pods in ARK Medical
•   Fixed issue with Reticule not being able to be turned on and off
•   Fixed Chromatic abberation setting
•   Fixed an Emergency shutter in Arcadia that was shifted by 2 meters.
•   Fixed the fountain on Arcadia Level 4
•   Volumetric light option has been temporarily removed
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 14, 2017, 07:44:38 PM
Saved Game Errors on Last Patch - Read Here!
14 MARCH

Hello Sleepers!

An issue has come to our attention with the patch that went out last night, in which players are losing items/corrupting saves when selecting Continue Game. We apologize for this issue and are hard at work on a fix (coming in the next patch, which will be tomorrow).

In the meantime, if you have experienced any issues with continuing an existing game, please start a new game which should fix the issue temporarily until the patch tomorrow hits.

You will still keep all Genome Point abilities that you have previously unlocked however; it is just the world save file that will be reset. We apologize again for the issue, stay tuned for the next patch coming tomorrow with a fix for this issue as well as several others!
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 15, 2017, 11:58:35 AM
Energy Kiosks and Main Power Switchs community guide.
By Leonihtus

Energy Kiosks/Power Systems and all about them
(Note things could change during Early Access. I will do the best of my Capabilites to keep it up to date with new info and changes.)
This is all about Energy Kiosks, those glowing stands you see early on and about on areas you find. That and Main Power Switchs, the link to Energy Kiosks. I'll be going a in depth of these strange machines scattered across Eden!

(http://images.akamai.steamusercontent.com/ugc/155777552126497067/416B181FE20248D19922F54E36A34E77E215AE18/)

Guide: HERE (http://steamcommunity.com/sharedfiles/filedetails/?id=881790523)
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 16, 2017, 01:28:32 AM
Patch coming Tomorrow Morning (March 16th)
16 MARCH

Unfortunately due to a last minute issue we've identified in tonight's patch, we'll have to push the update tomorrow morning instead.

We apologize for the delay; you've got some nice fixes and balance improvements to look forward to tomorrow, as well as some big optimizations (and saving fixes) on Friday!
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 16, 2017, 12:46:05 PM
Patch: PAMELA v0.1.0.23 is Live!
Community Announcements

<Please Note! This patch will cause existing world save files to be deleted!>

Happy Thursday Sleepers!

As always we’ve been hard at work on a huge array of fixes and balancing. Vending Machines no longer sell items for free, so now you’ll have to make sure to ACTUALLY save up Lux before heading to buy some items.

The “sliding”/lack of input bug that many of you have been experiencing when spawning has been track down and fixed, thanks to all of your reports!

Augment Stations should also function correctly now, allowing you to upgrade your character in completely new ways. Here’s a hint – visit the Promenade shopping area.

Behind the scenes we’ve also been focused on a few major issues which are huge priorities for us: fixing saving issues, improving loading times, and reducing memory usage. Based on your feedback, these 3 issues are by far the biggest detractors from the game currently, and we’ve got several members of the team focused 100% on getting them fixed.

We will have an extra juicy patch coming this Friday, which will include saving fixes, and the first stage of our memory/loading optimizations. For those of you still experiencing crashes/extreme loading times, we expect that Friday’s patch should provide some improvements, and we’ll be continuing some further optimizations next week.

And now, the patch notes. Enjoy, and please let us know your thoughts and experiences on the forums!

Balance
•   MediHypo, SupraHypo, Canteen Large/Small, Compute Cells, Moonshine, and Spinach no longer free
•   Datacards, Lux Cards are no longer in vending machines
•   Reduced Impact Catalyst spawn rate, it is now identical to other power items
•   Slightly tweaked safe loot table to include less upgrades and more utilities
•   Lowered spawn chances of common Glyphs

Fix
•   Fixed an issue causing the Augment Station not to function
•   Fixed a bug that causes the player to slide sideways/punch/crouch indefinately (he thought he was dead!)
•   Kiosks are now not super super tall!
•   Implemented the groundwork for the complete save fix that will come out on Friday
•   Buying things from kiosks now really takes Lux!
•   Buying a Compute Cell from a vending machine no longer incorrectly puts it into your inventory, but into the correct spot
•   Fixed broken elevator in the Archives
•   Using link from the radial menu on pylons now functions
•   Removed over a thousand drawcalls from minsec
•   Link icon in the build menu now properly shows up when pointing at an object that is linkable
•   Removed sun interaction with the blinky light on door pads, effectively removing 2 drawcalls from every door
•   Fixed NullReferenceException when using the build pulse function
•   Fixed corpse embedded in geometry in Origin Station
•   Fixed an error that caused build mode to sometimes become unresponsive after placing an item and spamming x with controllers
•   Fixed an error that would prevent hydroponics from sometimes being placed correctly
•   Fixed error preventing players from picking up lux, compute cells, or upgrade nodes if player inventory was full
•   Augment coupons now correctly name themselves and should unlock corresponding augment
•   Removed 195 drawcalls from Maxsec Cryo
•   Fixed Sec-RTs from accidentally getting in the spawn pool!
•   Removed 15000-2000 drawcalls from Main Garrison Levels
•   Fixed issue with certain NPC hair causing it to catch light in innapropriate moments
•   Fixed a glitch that allowed you to get infinite lux when using a controller with a container
•   Fixed issue where players could leave map area through Origin Station Tracks
•   Fixed missing collider on the large tvs in Origin Connection
•   Fixed ability for the wanted level to drop below 0
•   Fixed missing colliders on Bleu tables in the Promenade
•   Fixed a hole in Bleu in the Promenade
•   Fixed missing colliders on the pillars in ARK Medical Hallway
•   Fixed missing colliders in Unit 74 Arcadia
•   Fixed a Holoemitter in Minsec that was embedded in a locker and poking out the other side of a wall
•   Fixed embedded medical container in ARK Bathroom
•   Fixed a planted embedded in a wall in ARK Medical Promenade

Title: Re: P.A.M.E.L.A.
Post by: budd on March 16, 2017, 01:37:51 PM
Very responsive devs, good fixes. Hope they get that save fix out Friday, so I can start trying to figure out building. A little documentation would be good as far as what's possible to do. Not sure why you have to build at all, I'll probably throw a bed down behind a counter with some storage and use that as home base and start collecting/exploring. Think I'll base it near the door to the outside seems like a nice central location until I figure more out. With the restarts I'm finding my way around the beginning part better.
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 16, 2017, 01:44:36 PM
Very responsive devs, good fixes.

 :exactlysign
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 18, 2017, 01:46:55 PM
Update
NVYVE Studios  [developer] 6 hours ago

Hey guys, late night here bug fixing (getting on 3am? fun times!). Patch will *hopefully* be coming tomorrow (Saturday); we've gotten a HUGE amount done this week - just wait for the patch notes - but a few critical bugs came up along with some of our optimizations.

So, fingers crossed tomorrow you'll have a massive patch to play with. Apologies for the delay, we're doing our best to get this into your hands!
Title: Re: P.A.M.E.L.A.
Post by: budd on March 18, 2017, 01:50:33 PM
read that, waiting for the save fix to drop before jumping back in.Read that currently there is 6 area's to explore, I've seen 3 so 3 more to discover.
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 18, 2017, 01:53:07 PM
I'm waiting for this patch as well

(https://media.giphy.com/media/vyVxeMNGUBT7q/giphy.gif)
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 18, 2017, 10:16:33 PM
Update Coming Monday - Read for more info!
18 MARCH

Happy Saturday, Sleepers!

We've got some good news, and some bad news. We were up almost throughout the night, trying to put the finishing touches on the next major update to P.A.M.E.L.A.

The good news is that throughout the week, we've been implementing some major optimizations and reworks that should fix the vast majority of saving issues, as well as DRAMATICALLY reduce memory usage and improve performance.

From our testing, we've seen memory usage drop from 8GB in some areas down to 5.3GB; huge savings that should improve perfmance, reduce crashing, and should also reduce loading times for many of you. We've also got a giantic list of other fixes, balancing, and more that will be included in the update.

So, the bad news is that since these fixes/optimizations were so significant, a few other things broke in the process. There are a couple big issues with respawning (items tend to spawn 30 copies of themselves, instead of 1, for example!) that are blocking us from pushing the build live just yet. We're doing extensive testing over the weekend, ironing out these bugs, and with some luck, the update should be live on monday afternoon/evening EST.

We apologize for the delay; we've been super excited all week to get this into your hands for the weekend, and the build itself (bugs aside) looks very promising. Thank you so much for your patience here, we promise it will be worth the wait. Longest patch notes, by far!

Hope everyone enjoys the weekend, see you monday with a huge update!
Title: Re: P.A.M.E.L.A.
Post by: budd on March 19, 2017, 05:23:13 AM
some screens from my lastest run.

(http://i1144.photobucket.com/albums/o484/ronnie8691/20170318212334_1_zps9vsxfoqh.jpg)

(http://i1144.photobucket.com/albums/o484/ronnie8691/20170318214734_1_zpsxhqbtmxt.jpg)

(http://i1144.photobucket.com/albums/o484/ronnie8691/20170318215312_1_zpsdtgg9jr4.jpg)
Title: Re: P.A.M.E.L.A.
Post by: budd on March 19, 2017, 09:00:32 PM
Went on another perma-run, haven't died yet. I dropped all my stuff in some lockers so we'll see if its there when i get back on. Got to a bit more of the place, hit the tram station, still looking around that.

Here's where i'm basing for now, a little diner. I said what the hell and cranked up the area to full power at one of the power stations. I got 2 add-ons for my flashlight, one makes a wider cone, the other shoots light farther. You can only use one at a time.
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170319132349_1_zpswdordvue.jpg)


Budd found himself a little arm crossbow, shoots like electric arrows, 10 arrows stock, reload with those energy cells of which i have plenty. I even got it upgraded, gets 15 arrows per energy cell. it's a little hard to aim with it, it uses a lazer aimer.
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170319121151_1_zpsp97rm9dx.jpg)
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170319124611_1_zpskrgdguuc.jpg)

Area inside Origin station, you can see how much better the flashlight is, this is the wide beam.
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170319131952_1_zpskliej7pp.jpg)

Another night has fallen, still havent found a bed this run. Wonder if i can get into those tall buildings. you can see how much darker it is in the bottom shot.Same night, dont know if thats because its later or the moon is covered or what.
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170319133729_1_zpshscbaj2l.jpg)
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170319132208_1_zpsjkug6xhu.jpg)
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 19, 2017, 09:08:59 PM
Dayum Budd. Looks like you are spreading your wings. I am still in the first section  :scared1

I am waiting for the patch tomorrow  :thumbsup

Thanks for posting Budd :)
Title: Re: P.A.M.E.L.A.
Post by: budd on March 19, 2017, 09:23:36 PM
if i go back in and my stuff is gone, im done till patch :)
Title: Re: P.A.M.E.L.A.
Post by: budd on March 19, 2017, 10:38:59 PM
Well only some of my stuff was gone, my good weapons and armor/shield and energy cells. My food and fluids were all there with my back up weapons :beatings . No crossbow but an arc welder and shield, not sure the shields work right as i seem to take a bunch of damage with my shield up. I finally got killed, man the place got awful busy, the infected were everywhere, maybe me turning on the power attracted them, no idea but it was the most i've seen wandering around maybe 15 in 1's,2's and 3's. Managed to collect 25 of those wall audio logs along the way. I'm done until the patch, the story seems interesting so far.

This is near my end, i run onto the big guy shortly after. This is the arc welder attachment, tried to get a shot when its was shooting but just didnt capture it.
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170319151650_1_zpsty6nzqum.jpg)
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 21, 2017, 12:46:56 AM
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

Title: Re: P.A.M.E.L.A.
Post by: budd on March 21, 2017, 04:28:25 PM
Only got one response on restarting from scratch, at work haven't tried it yet.
http://steamcommunity.com/app/427880/discussions/0
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 21, 2017, 05:37:31 PM
Hi Budd

I did try that. Here is where the file are: C:\Users\YOURUSERNAME\AppData\LocalLow\NVYVE Studios\PAMELA

Not sure if it was successful....Will look into it more later and report.

Thanks for asking the question and posting the reply  :thumbsup

Regards
Title: Re: P.A.M.E.L.A.
Post by: budd on March 22, 2017, 12:59:27 AM
didn't work, the files just got created again.
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 22, 2017, 01:30:17 AM
didn't work, the files just got created again.


(http://68.media.tumblr.com/23682cd8f104a5e75c4fe9a219fb3854/tumblr_mtonvkc1Kw1rxzliio1_500.gif)
Title: Re: P.A.M.E.L.A.
Post by: budd on March 22, 2017, 02:49:04 AM
yea,yea,yea......duh......turned off cloud saves deleted just fine. you have to reset your bindings.
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 22, 2017, 02:58:32 AM
 :Bananezorro
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 23, 2017, 01:20:23 AM
Patch Coming Friday
22 MARCH

Hello Sleepers!

We wanted to share a quick update on a few things we've been working on since Monday's major update.

As always we've been keeping an eye on all of your reports and feedback in the forums here, and have been working to address these issues as quickly as possible.

A few things specifically that we're been fixing/balancing are: save/load errors, hacking difficulty spread, flashlight/game brightness levels, and last but certainly not least, major loading time improvements.

We were planning on launch a patch today, but given a breakthrough we just made in terms of loading time reductions, we've chosen to push this back to Friday in the interest of launching a more stable and much more substantial update.

That about wraps it up for now... we're very excited for this update, which should significantly reduce load times even further and sort out a whole ton of saving issues that you've been encountering this week.

See you friday with the next juicy set of patch notes!
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 25, 2017, 11:31:38 PM
Patch Pains
25 MARCH

Well, it's been a long day for the NVYVE Studios team. We've been putting the finishing touches on the update, when at the last minute we found that one of our main optimizations to do with dramatic load time reduction has caused our environment lighting to be... "invalidated". Basically, a huge amount of props in the environment, as well as NPCs, become pitch black in certain areas, ruining immersion and in generally being very ugly to look at.

For those of you familiar with the Unity Engine, we need to "rebuild" our Lightmap. This process, for a world of our size, takes a pretty long time for Unity to calculate; we're hoping that if we kick it off now and test things out over the weekend, we should have it ready for you either late Saturday Eastern Time, or Sunday, barring natural disasters.

Very sorry for the delay, we know that many of you were itching to play tonight. We've tried a bunch of workarounds that didn't involve recalculation, but unfortunately we're stuck having to hit the "Build" button and waiting for it to finish.

On the plus side, we've got some amazing loading time improvements and saving stabilizations coming, among a whole lot of other fixes. So when you do finally get your hands on the update soon, it should be a *much* more pleasant experience than the current live version.
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 26, 2017, 02:28:43 AM
Update: PAMELA v0.1.2.3 is Live - Dramatic Load time Reductions!
Community Announcements

<Please note! This update will cause existing world save files to be deleted!>

Happy Saturday, Sleepers!

We’ve got a BIG update for you today, with some major fixes and improvements.

First, through some re-organizing of our scene loading process behind the scenes, we’ve *dramatically* reduced load times. The exact improvement ratio will depend on your individual machines, but in our testing across several testing rigs we have observed between a 2-4x loading speed increase. We’ve still got a few more tweaks to make, but with this update we’re hoping that the vast majority of you are able to spend *much* less time waiting, and more time playing!

In other exciting news today, we’ve implemented a huge amount of fixes/improvements to the saving and loading system. Aside from making saving and loading much more stable, this should also fix many of the crashes some of you have experienced this week (and extreme slowdowns in Garrison, where hundreds of items would occasionally spawn).

One other significant tweak we’ve made is of world brightness; we’ve increased the base brightness of the image slightly across the board, as well as boosted flashlight brightness. Pitch black areas will still be very dark, but areas with some light present should now be more easily navigable.

Let us know your experience in the comments! We’d especially like to hear about loading time improvements – please let us know your before and after numbers!

Changelog

Feature
•   Added Ambient SFX Volume Slider in Options Menu

Balance
•   Adjusted image effects in a way that should slightly brighten overall lighting
•   Adjusted hackable table to more frequently use easy and medium locks, and vastly increased rarity of inferno locks
•   You can no longer loot corpses from an infinite distance

Fix
•   Altered the way scenes are loaded resulting in a dramatic decrease in loading times, especially on some computers (Our low end test machine went from 8 minutes to 2 minutes)
•   Fixed an issue with reloading that would sometimes spawn all items in the world in one big heap of loot, that would crash some computers, especially in the Garrison Barracks
•   Fixed a large amount of Saving and Loading bugs caused by the new system that will make it much more reliable
•   Fixed an issue that broke the inventory menu if game was saved while inventory was open
•   Fixed an issue where reloading would sometimes relocate items
•   Fixed issue where numerical keybindings would say "Alpha3" instead of just "3"
•   Fixed an issue that would cause audio to cut out temporarily during the end of the cryo spawn sequence
•   The top Slotted Pamela ability will now activate if you tap "Q"
•   Fixed an issue where volume options in the main menu would not function correctly
•   Fixed an issue causing all Dyes to spawn as Default color
•   Player armor will no longer clip with underlying clothing
•   Fixed an issue where players would need to click to open certain doors twice after respawning
•   Fixed error causing some Junk items and the Cyano Repair Kit to make parts of the inventory unusable
•   Fixed issue with controller functionality in the Pamela Upgrade menu
•   You can now properly remove armor with a controller
•   Removed garbage collection happening when the player transitions between districts
•   Fixed issue where one of the Arcadia lobby doors would not open
•   Fixed an issue causing certain Icons to overlay upon each other in containers
•   Added a shadow blocking geometry piece in Oasis Cathedral that should remove strange lighting here
•   Added simple colliders to static emergency lights in the scene
•   Fixed a Battery Backup in Arcadia that was clipping through a shelf
•   Fixed missing cryo bays in the map of ARK Medical
•   Fixed z-fighting highlight mesh on the dark Garbage Cans
•   Cleaned up transition between the Genome Point Menu and Respawn Menu
•   Fixed issue where sound was not working in the Genome Point and Respawn Menu
•   Fixed issue where link pylon graphic would sometimes not disappear
•   Controller vibration will now stop correctly after player has been killed by enemy
•   X Button on controller now reloads weapon correctly
•   Fixed issue with shader on the main menu water
•   Fixed colliders on Echo Emitters that sometimes made it so players could not get around them in tight spaces
•   Fixed issue where boxes were clipping with the elevator on Arcadia Level 6
•   Fixed missing colliders on doors in the residential section of Arcadia
•   Fixed issue where on respawn the flytext would notify the player of all their hunger/thirst etc stats resetting
•   Fixed issue with Reuptake Assist having inventory portions enabled while in the world
•   Flashlight now resets back to default flashlight correctly after death
•   Augment Removers are no longer free in Genesis Bays
•   Fixed an issue with the link icon not showing up when pointing at linkable objects with the build IVG
•   Fixed an issue that sometimes prevented players from picking up items they picked up and then dropped
•   Fixed missing collider on the top wall of Origin Station
•   Fixed door keypad embedded in a wall in Garrison Lobby
•   Optimized footstep sound systems; should slightly reduce memory usage buildup
•   Fixed an issue that caused data tablets to not always appearing on AARM menu
•   Fixed issue where AARM menu would not turn off when the player map was open
Title: Re: P.A.M.E.L.A.
Post by: budd on March 26, 2017, 04:42:10 AM
Loading time way down, around 45 seconds for me. They brightened up the darkness a bit and the flashlight works better. The saves seemed to work as expected also, i exited and entered 3 times with no loss..yet.One thing on the down side the audio logs dont play for me now,made it to 7 no dice, also if you hold down the "use" key and try to activate the logs that way it locks the radial menu on screen and your mouse doesnt work and i have to quit and restart.
Title: Re: P.A.M.E.L.A.
Post by: budd on March 26, 2017, 11:10:02 PM
some more P.A.M.E.L.A. wanderings, the inventory is still a bit bugged with some squares unusable and a container bug. The audio log bug is confirmed.

The path to daylight,getting to know the opening area pretty well.
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170326111318_1_zpseaupm7hu.jpg)

Still trying to figure out how to get to those tall buildings.
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170326113833_1_zpswietbrt2.jpg)

I hit the tiny flying bot by mistake and now the robots dont like me, they put me in a containment field when they see me, from pretty far away too. I waited a few and then ran for it, now there hunting me when they see me "preparing pacification protocol" dont know what that entails but i dont stick around to find out. Their lights went from blue to yellow and now there red when i see them.
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170326120326_1_zpsgvh0gpev.jpg)

Here's the bug, i'm camping out at Foursette again, dropping my stuff there in containers and going back to looting. When i started the game again all my stuff was out of the containers and on the floor. When you pick up some items and put them back into the containers they disappear.
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170326131827_1_zps3c7uhxtx.jpg)

 I got to an area thats new to me.I got some armor and earned a PAMELA power and also have the crossbow again and a poison dart shooter. The shield still doesnt work right.
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 27, 2017, 12:02:29 AM
Looking good Bud. some nice screens there.

The devs are hard at work fixing/improving all the time. Good news  :thumbsup
Title: Re: P.A.M.E.L.A.
Post by: budd on March 27, 2017, 12:34:20 AM
This cracked me up. so i started up the game and noticed there was more stuff on the floor, went looting and came back...kabam...even more..its growing :laughroll
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170326161454_1_zpsk7hmmyan.jpg)

Im getting closer to the buildings, might be a way to get inside through here.
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170326160540_1_zpspfgeyqyb.jpg)

Wonder how big my pile will be when i go back in ;D
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 27, 2017, 02:16:41 AM
This cracked me up. so i started up the game and noticed there was more stuff on the floor, went looting and came back...kabam...even more..its growing :laughroll


Get that pile on Ebay  :puter
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 30, 2017, 01:48:12 AM
Update: PAMELA v0.1.3.1 is Live!
Community Announcements

<Please note! This update will cause existing world save files to be deleted! With this update, we should not have to do this nearly as often in the future.>

Happy Thursday, Sleepers! Today we’ve got a huge stability update for you; we’ve been itching to get these fixes out earlier, but had to hold off as some significant behind the scenes systems have been heavily reworked.

Thank you as always to those of you who’ve submitted detailed crash and bug reports, helping us to quickly track down and fix these issues!

After a massive rework of some internal systems, saving/loading the game should now be very reliable, and the severe mass item duplication error (which caused intense slowdown and crashing) is also fixed. You should have a noticeably more stable experience because of these changes.

We’ve fixed a whole ton of other issues in this update as well; notably, PAMELA Echos now work correctly again, a new area behind the desk in Ark Cryo has been added, and many more miscellaneous bugs have been squashed.

Check out the full changelog below; let us know your experience once you’ve had time to jump in!

Changelog

Feature
•   Added the area behind the desk in ARK Med Cryo

Balance
•   Augments are reduced in price from 5,000 Lux to 3,000
•   Using a medical bay has been reduced in price from 1,000 Lux to 700 Lux

Fix
•   Significant reworking to saving/loading core systems to make more reliable
•   Fixed issue with containers dispensing mass amount of objects on load
•   Fixed a bunch of various saving/loading issues that should make it even more stable now
•   Fixed another issue with the dreaded player undeath causing inputs to lock up
•   Fixed issue causing Pamela Echos to not work and to lock unput when using the context menu on them
•   Fixed an issue where shield pylons would not correctly set up their shield
•   Fixed issue where player could not change FOV unless TAA was on, but then TAA would cause transparent objects to shift in view
•   Fixed an issue causing the hydration levels on your AARM to display incorrectly sometimes
•   Inventory UI Icon sound should only go off once over items, not over every composite cell
•   Fixed a different error that would also cause the Genome Point and Respawn menu to not have sounds, this time after dieing
•   Fixed an issue where sometimes the respawn menu would overlay ontop of the game after spawning
•   Fixed issue where Stamina would still fill past the Fatigue Limit, making caffeine and sleeping pointless
•   Main Menu music now fades out when transitioning into the respawn/GP menu
•   Fixed an issue where broken Buildables would appear black
•   Fixed an issue where the solar chargers solar collector would appear black or permanently damaged
•   Fixed some errant keypads in the Promenade Caffeinato that opened access to an unfinished area
•   Improved the quality of the highlight mesh for Grapes
•   Text on cryo bays that do not exist yet now say coming soon
•   Fixed issue where sun was coming in through some stores in the Promenade
•   Lights are no longer on the 3D Menu layer so this should save some performance and be less likely to blow out menus
•   Fixed an odd bright white light material in the Promenade Caffeinato
•   Fixed some props submerged into eachother in one of the Arcadia wings
•   Death menu now has correct infotext applied to the buttons
•   Fixed two kiosks in Oasis that were upside-down
•   Did a lookev pass on the Mitra VISR, it was inconsistently bright, also adjusted fonts
•   Fixed issue where Observers blinky antennae were visible through geometry
•   Observers lights and effects now properly turn off when they die
•   Fixed an issue where buildables would appear doubled in amount in the build menu, or showing up even after being dropped
•   Lux Cards are no longer using upgrade node highlight meshes
•   Main Menu Music is now correctly turned down with the music audio slider
•   Main Menu Button SFX are now correctly turned down with the SFX audio slider
•   Fixed issue where attachment cases would not save the items in them if a player opened the case but did not take the item
•   Fixed issue with the underclothing of the player turning off when the medium armor was equipped
•   Fixed a missing collider in Arcadia/Origin Connection
•   Fixed issue where normal clothing would sometimes not come back after death
•   Fixed and Issue where certain props in one of the wings off Arcadia would disappear when you got close
•   Fixed missing colliders on glass of the central pillar in the Archives of Arcadia
•   Mouse now properly locks after reloading
•   Fixed some rug materials that were not correctly playing rug footstep sounds
•   Fixed a safe in Ark Medical Level 1 that was embedded in a kiosk

Title: Re: P.A.M.E.L.A.
Post by: budd on March 30, 2017, 03:29:24 AM
Again.thx for the heads up on the patch Asid. Jump in and had time to play for a bit.  Seems like the only way you can start from scratch is disable steam cloud and delete the saves. I re-enabled cloud saves and my skills were still there. I'm flush with food and drink already :shots . Back to basing at foursette, probably head to the mall to loot, got some armor and 2 utilities on board. Here's a pic of the Butchers Blade, also found a UI enhancement.

(http://i1144.photobucket.com/albums/o484/ronnie8691/20170329191754_1_zpsvl9mcano.jpg)
Title: Re: P.A.M.E.L.A.
Post by: budd on March 31, 2017, 03:13:33 AM
More Pamela wanderings. I'm pretty well setup with food and drink and have some gear. Time to start gathering stuff to build.
I was getting chased by a group of baddies, ran to a robot and they decided to go after the robot. They actually took out the robot and then budd took them out.
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170330183404_1_zpsf1off0xe.jpg)

(http://i1144.photobucket.com/albums/o484/ronnie8691/20170330183918_1_zpskvhnprbz.jpg)
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 31, 2017, 03:55:48 AM
I was getting chased by a group of baddies, ran to a robot and they decided to go after the robot. They actually took out the robot and then budd took them out.


 :beatings

 :smileyyea
Title: Re: P.A.M.E.L.A.
Post by: Asid on April 01, 2017, 12:17:17 AM
Patch: PAMELA v0.1.3.3 is Live!
Community Announcements - NVYVE Studios

Happy Friday, Sleepers! We’ve got another patch for you this week, with a bunch of miscellaneous fixes, tweaks, and improvements.

If you’ve been experiencing issues (specifically to do with losing inventory, buildables, or crashing) with the last patch, or this patch, we recommend starting a New Game, as certain rare glitches can carry over from past errors even though the issue has been fixed in the patch. Most of you should not have to do this; only begin a New Game if you’re experiencing issues.

Hope you all have a great weekend, and enjoy the new patch!

Changelog

Balance
•   Turned off the flourish animation on the shields
•   Doubled the health of Observers
•   Added a bunch more props and containers to Origin Station Aurora and Essentials

Fix
•   Fixed issue with character respawning using cryo cores
•   Player no longer receives damage when blocking with a shield
•   Fixed an issue where some doors and containers were not resetting properly on respawn
•   Fixed an issue where automatic doors wouldn’t open sometimes
•   Fixed issue where Seekers were not properly arresting the player
•   Screen properly fades out during arrest sequence
•   X buttons now have a hover sound and hover shrink
•   Med bays now properly get rid of damage effects
•   Zone power levels are now properly saved
•   Fixed an issue where more than the proper amount of footsteps were being generated by the player
•   Player no longer looks in a random direction after spawning from cryo
•   When clicking outside of the active area with a item held it no longer turns green as if it was placed
•   Tutorial text no longer appears on top of the Pause Menu
•   Fixed the placement of the Observer loot collider
•   Power Switches and Breakers are no longer accessible by NPC's
•   Main Menu music should now play during GP and Respawn Menu
•   The right click sound no longer inappropriately fires when just hovering over an item
•   Fixed issue where the door icon on certain doors without keypads would constantly flicker
•   Fixed an issue where the shield wouldn't show up sometimes in ARK Medical
•   Shields are now connected to the automatic light adjust settings
•   Repercussive shield is no longer missing it's energy bar
•   Fixed a floating prop in Arcadia Archives
•   Shortened description for Hydroponics being out of power so it properly fits on the menu
•   Fixed some messy clothing placement in Origin Station Aurora
•   Fixed a missing collider on a wall piece in the Origin/Promenade/Oasis connection
•   Fixed a safe on a kiosk in the Promenade that was unusable
•   Fixed some props that were colliding in Oasis Art Gallery
•   Fixed missing collider on some static Broken Kiosks
•   Fixed missing colliders on the pillars near Arcadia Tower Stairs

Title: Re: P.A.M.E.L.A.
Post by: budd on April 02, 2017, 12:18:09 AM
Be seeing the sights, haven't died in awhile and have lots of stuff spread out between containers. haven't come across a storage container laying around or in a vending machine.
I was picking a lock when a cop robot came around the corner and threw a containment field around me and BAM..ended up here.
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170401144155_1_zpsuhsiqwcz.jpg)

Which turned out to be a good thing because lots of loot around here, searched 3 floors of many rooms :Bananezorro ...

This was the creepy room, despite the sign i went in anyway.
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170401151406_1_zpsqtbhi6lq.jpg)

Must be different levels of infractions.
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170401154022_1_zpsrdzpcn49.jpg)
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170401153745_1_zpsfevtquer.jpg)

AAAAAAAAAA  fresh air....now if i can just find my way back to my base.
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170401154650_1_zpsijcangd6.jpg)

Next time i'll be heading back to check out the maximum security area. I got some upgrades to spend and an augment to figure out how to use. I have a full armor suit and got the dart gun weapon back so im ready to roll.
Title: Re: P.A.M.E.L.A.
Post by: Asid on April 02, 2017, 02:31:16 AM
You better be careful Bud. You might end up permanently in  :jail  :violin

Looks like you are doing really well  :thumbsup

Thanks for the screens...I will get there soon  :pray
Title: Re: P.A.M.E.L.A.
Post by: Asid on April 08, 2017, 12:56:14 AM
Patch: PAMELA v0.1.3.8 is Live! Big Performance, Stability, Saving Improvements
Community Announcements

<Please note! This update will cause existing world save files to be deleted! Several corrupt objects were previously causing saves to be corrupted, which have now been fixed.>

Happy Friday, Sleepers!

We’ve got a juicy update for you this week, with a wide array of fixes and improvements across the board. The main highlights with this update are performance improvements, saving/loading stabilization, and item rarity overhaul.

As far as optimization goes, we’ve done a pass over several backend systems, reducing the overhead of items in the world, and streamlining some scripts to run only when specifically needed. We also fine-tuned lighting layers, meaning that objects which do not need to receive sunlight are much cheaper to render.

Saving and loading has gotten another handful of fixes; many of you were experiencing your bases disappearing when reloading after the last update, which should now be fixed. Unfortunately this means that we need to wipe saves with this update to ensure everyone’s got a clean slate, without corrupt files.

Last but not least, we’ve reworked the way item rarity is calculated. With our new system, spawn rates are much more controllable and reflect item rarities properly. This should result in much more logical dispersion between common and rare items, and seemed to be a great change from our internal testing.

Those are just the highlights; as always find the full Changelog below. We’ve received several crash reports in the week since the last update, which we are actively looking into and working with Unity to track down. We apologize for those of you still experiencing these crashes; if you have not already, please send your crashlogs (located in steamapps/common/PAMELA/) to support @ nvyvestudios.com so we can look into your unique issue.

Have a great weekend, hope you all enjoy the update. Let us know your experience in the comments!

Changelog

Feature
•   Added a windowed mode option to the settings screen

Balance
•   Hacking bypasses no longer take up inventory space, and are displayed next to upgrade nodes in the inventory, as well as current unspent Compute Cells
•   When hacking is successfully completed, the loot menu will automatically open in order to smooth interaction
•   Container loot tables are not logarithmically weighted between giving you less and more items, instead of an equal chance at any amount of items
•   The amount of benefit consumables give is now properly based of rarity, as well as price. This affects hypos, food, and drink
•   Reworked the math behind the loot table for item rarities. Previously ++ items were spawning at a similar rate as their standard counterparts, now they will be logarithmically rarer.
•   Default crouch and sprint modes are now set to Hybrid instead of Toggle by default
•   Increased the size of the player hitbox as many attacks from NPCS were missing
•   Containers now stay open when you've scanned
•   When trying to pick up an item that you don’t have room for it will now display the flytext "Insufficient Inventory Space"

Performance Optimization
•   Optimized the way lists are referenced in the area of influence of the player, which should increase performance noticeably
•   Significantly decreased amount of draw calls and tris in most districts, will noticeably improve framerate
•   Optimized the way footsteps are generated, reducing certain frame hitches
•   Reduced frame drops when transitioning between zones by sequentially turning on objects rather than all at once
•   Optimized animated textures dramatically
•   Optimized the Seeker by reducing their geometry by 30%, it was previously at a hardcap limit that split it into two skinned meshes

Fix
•   Fixed an issue where items generated by Kiosks and Hydroponics would not be saveable
•   Shield Bashing no longer hurts the player
•   Ion Cores now show how much energy they have in your inventory
•   Solar chargers will now charge based on daylight regardless of whether the player is sleeping in a bed or not.
•   Placing an item overtop of another item in the loot menus now swaps items properly like it does in the inventory menu
•   Fixed a null reference error that would sometimes come up when linking shield pylons
•   Fixed an issue where shield pylons would sometimes not be in their active animation when active
•   Fixed issue where containers that were scanned would go back to being yellow after saving and continuing
•   Fixed an issue where clicking in certain locations during the load screen would lock up player actions after spawning
•   Fixed issue where game would not pause at death, then in subsequent menus the player could still be attacked
•   Fixed a duplicate container that was causing issues in Oasis Art Gallery
•   Loading screen text now properly fits the size of the loading bar
•   Fixed an issue where items saved in the buildable storage container had ever so slightly increased in size
•   Fixed an issue where certain image effects were not triggering properly, specifically when being hit, when the player dies, and when the player is at low health
•   Fixed issue where containers would randomly be opened when you hadn't interacted with them
•   Fixed an issue where the XP would sometimes not sync properly with the displayed XP
•   Fixed an issue where Augment Keys would have discrepancies in their naming on Flytext, Datapads, and Items.
•   Removed negatively scaled colliders from some menus that was causing errors
•   Fixed an issue where if you paused while in the inventory using a controller it would unlock the right stick improperly
•   Fixed a null reference error being thrown by the security containment field
•   Fixed an issue where the Sonic Emitter would sometimes disappear from the inventory on load
•   Fixed issue where observers would teleport to world origin point then travel really fast to where they were supposed to be
•   IVG scanner sprite will no longer decrease in resolution when main world texture resolution is decreased, it became very low res
•   Fixed a floating spawn point in Oasis
•   Observer central engine no longer keeps spinning after death
•   Fixed issue where sometimes dying from a fall would cripple your legs on respawn
•   Solar charger now properly uses its own unique icon
•   VISR now phases in rather than fade, and time is displayed in 24 hour clock
•   Fixed one last piece of floating trash in Origin Station Aurora
•   Fixed a zfighting issue with some glass at the entrance to Origin Station
•   Fixed an issue where the elevator menu in ARK Medical flickers on and off in certain distances
•   Build menu now properly phases in rather than fading in
•   Ion Core items now display correct % remaining when in inventory

Title: Re: P.A.M.E.L.A.
Post by: budd on April 09, 2017, 03:53:44 AM
After the patch had to give it try. I'm running into a lot of good gear this run. Already have 2 cryo tubes in place, a maintenance key and i'm pretty well geared up with weapons/armor, food and drink. Running into a lot of upgrade nodes for me and my weapons, everything but a damn bed 8).... my stamina is beginning to drop and food and drink don't work as well.

Decided to base up in Arcadia...third floor.
Here's my room, gate for security.
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170408111448_1_zpsfh58emeu.jpg)

Lots of area to loot.
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170408164820_1_zpsh9tpbbdk.jpg)

First time in here....wine bar.
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170408180850_1_zps4r2kc095.jpg)

Home sweet Home
(http://i1144.photobucket.com/albums/o484/ronnie8691/20170408182912_1_zpsszroa1mn.jpg)
Title: Re: P.A.M.E.L.A.
Post by: Asid on April 21, 2017, 01:24:59 AM
Update Coming Soon
P.A.M.E.L.A.ฎ

Hello Sleepers, Happy belated Easter Weekend! Hope you all had some time to relax and get a bit of gaming in.

We're doing some final testing on a nice update we've been working on for the past week. We've got a few new features that should improve the overall experience quite a bit; here are a few of the big points coming in the update:

•   Improved Cryo Cores and permadeath systems - now when you find a Cryo Core, and activate a Cryo Tube in one of the 3 clinics throughout Eden, you'll respawn at that location without resetting the world. This means that you can return to your body to pick up your items and upgrades, and your base will still be intact where you built it. However you will still lose any bio-augments (as your old body was killed!) so dying will still have a penalty.
•   Certain key locations in the world are now locked; you will need to find keycards which contain 4-digit codes to unlock these doors (the keys are randomly generated each playthrough). However once you do find the keycode to unlock these doors, there are guarunteed items that spawn within such as buildables, weapons, or even Cryo Cores in certain locations.
•   NPCs have been given a lot of love; we've fixed a bug related to "phantom hits" where the player would recieve damage when it didn't look like the NPC was attacking, they've also been made more aggresive, reducing the amount of time they wait between actions. We've also fixed and cleaned up some miscellaneous animations that were not working correctly.

There's also a huge list of other miscellaneous fixes, but these are the big ones we're got coming. We're looking forward to getting your feedback on these additions!


AMD Crashes

One last thing for this update; we're aware of a nasty crash that seems to be happening only on AMD R9 280, 290, 380. 390, etc. GPUs. We've been doing a ton of digging into this throughout the past week and are communicating with Unity about the issue; we unfortunately do not have a fix yet, but wanted to let you know that we are aware and working on it.

It is possible that DX11 is part of the issue, so a potential fix may involve looking into DX9 support, though this is not ideal of course as it would negatively impact performance and some visuals. We'll keep you posted on our progress.

That's it for now; keep an eye out for the update coming soon once we're done our round of testing!

Title: Re: P.A.M.E.L.A.
Post by: Asid on April 21, 2017, 01:28:53 AM
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!

We’ve finished up our round of testing on the latest update, and it’s a big one. Very excited to finally be putting this live!

Mentioning this again just so no one misses it: we’ve 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, let’s go through this week’s 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 today’s update, there are a few big changes here: now, if you’ve activated a Cryo Bay in the current playthrough, your body will stay on the ground after death and you’ll respawn at the activated Cryo Bay.

If you can make your way back to your body, you’ll be able to collect all items, upgrades (with the exception of bio-augments), and lux you previously had. Any bases you’ve 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, we’ve 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
Title: Re: P.A.M.E.L.A.
Post by: Asid on April 22, 2017, 01:21:29 AM
Patch: PAMELA v0.1.4.8 is Live!
P.A.M.E.L.A.ฎ

Happy Friday Sleepers! We’ve got another patch for you this week, with a few more additions and tweaks before the weekend.

We’ve added a few new types of Kiosks; Upgrade Kiosks, and Military Kiosks. These are found in select locations within Eden, and sell IVG upgrades, upgrade nodes, weapons, attachments, and more (for a hefty sum of course!). As well, all Kiosks have been modified to include some guaranteed items for sale, such as Power Transmitter, Ion Cores, Shield Pylons, in the case of Building Kiosks. This way you don’t have to rely on RNG to obtain some of these key items each playthrough.

We’re also brainstorming and planning out some balancing adjustments, which we’ll be sharing with you *probably* next week to get your thoughts. The two main areas we’re looking into are game modes (permadeath, non-permadeath, something in between, etc.) and hacking minigames (potentially adding a new type, which relies less on reflexes and more on logic to complete).

“Difficulty” can be a prickly subject online. We want to provide enough options to cater to your varying desires, without undermining those of you who are 100% content with the current, permadeath based gamemode. Whatever we end up implementing so far as more forgiving modes of play, rest assured that the current systems will stay intact and remain the focus when it comes to overall balance.

Enjoy the latest batch of fixes and features! Stay tuned for an update next week as we iron out these balance/gamemode plans.

Changelog

Feature
•   Added Upgrade Kiosks, one in each district, these kiosks sell IVG Upgrades and Attachment Upgrade Nodes as well as other things
•   When using a radial menu of an attachment, it now has a unique icon to show Equip

Balance
•   NPCs were set to all spawn Boss drops, reset to be proper
•   Players can now only sleep if they are not in combat and have lost at least 50% max fatigue
•   Certain Kiosks are now set to always sell certain Items
 o   Buildable Kiosks always sell Power Transmitters, Ion Cores, Shield Doors, and Shield Pylons
 o   Nutra Kiosks will always sell Fertilizer, Nutracubes and Water Cups
 o   Military Kiosks will always sell ammo
 o   Medical Kiosks will always sell Medi Hypos, Adrenaline Hypos, and Bone Refabricators
 o   Upgrade Kiosks will always sell IVG Upgrades, Bypasses, and Upgrade Nodes

Fix
•   Mitra VISR can now read the players current resonance with the selected weapon
•   The IVG pointlight was casting real-time shadows unnecessarily, this would triple the characters polycount, it is fixed and also tweaked to light the IVG better
•   Fixed a compounding error with previously used objects that would make them unresponsive if respawned from the item pool
•   Fixed issue with Lux, Security Bypasses, Upgrade Nodes, Compute Cells, and Augment Keys not despawning properly into spawn pool, which would eventually compound to make these objects unresponsive over multiple respawns
•   Fixed issue where NPCs would infinitely run at Observers
•   Fixed an issue with Observers that would never let them leave alarm mode
•   Added missing item descriptions for Schematic Nodes, Lux Cards, Compute Cells, and Augment Keys
•   Fixed an issue where hacked objects and certain other events were not spawning Seekers properly because of an error.
•   Fixed issue where if you removed a shield door from pylons without disconnecting them first the walls would stay up even though the door was gone
•   Fixed a couple broken cabinet prefabs in the world that were unresponsive
•   Fixed an issue where raycasts hits from the inventory would collide with certain other ingame colliders, causing the inventory to be temporarily inoperable in those areas
•   Kiosks now restock after 24 hours of "Ingame Time" rather than "real world time"
•   When hacking, the name of hackable object is now "Door Keypad" rather than "keypad door name"
•   Flashlight on the character now adjusts position depending on the type of armor the player is wearing, fixing clipping issues.
•   Populus now spelt Populace
•   Fixed a visual bug where the Pamela Ability Guidance was appearing very small
•   The description text for the Pamela Ability now properly reflects the key's use
•   Fixed issue with the transparency on contextual cue backgrounds
•   Fixed an error when shield doors spawned in certain containers
•   Equipping VISRs and Flashlights now plays their respective sounds
•   Fixed issue where VISR was everrrr so slightly not scaled properly
Title: Re: P.A.M.E.L.A.
Post by: Asid on April 25, 2017, 11:03:25 PM
Patch: PAMELA v0.1.4.11 is Live!
P.A.M.E.L.A.ฎ - NVYVE Studios

<Users experiencing crashes: Please visit this thread - Crash Fixes/Workarounds!> You can also get to this thread by clicking a button in the Main Menu in-game.

Happy Tuesday Sleepers!

We’ve got a pretty decent patch out for you today, fixing several prominent issues with Player Profile saving (Datapads, Echos, and more not being saved between Continues/New Games) as well as several NPC issues. Enemies were frequently appearing “dead” and would follow the player around without attacking/taking any damage. We also fixed a few miscellaneous issue with NPCs selecting/following targets incorrectly, leading to them endlessly walking into their target.

As always, find the full changelog below!

Lastly, we have recently tracked down an issue in which Antivirus software can mistakenly identify the PAMELA.exe as a Trojan; if you are obtaining your files directly through Steam, we confirm that this is indeed a false positive, and suggest disabling your AV software when running PAMELA. This has fixed instances of Crashing and EXE deletion for several user and may help you as well if you are experiencing crashing.

Changelog

Feature
•   Tutorial will only show up on first playthrough, it can be toggled to come on every time by checking a toggle in the options menu

Balance
•   Autosaving no longer happens during active fights
•   Soundtrack music will slightly duck in the presence of an echo emitter
•   When the soundbar is moved, it will automatically update volume without needing to press apply

Fix
•   Fixed issue where player profile was being wiped on continue
•   Fixed an error preventing the '1' and '2' keys from switching between dorsal and fore weapons
•   Fixed a rare error that would break the ability to move and spam errors into the log until it eventually crashed the game
•   Fixed an issue where beacons and their icon would be culled after a certain distance
•   Fixed an issue preventing the players hand from forming a fist while aiming
•   Fixed an issue where some enemies were spawning in dead, stopping them from damaging the player, or taking damage themselves. Would also sometimes cause NPC senses to be broken, or the NPCs to never think they were dead
•   Added a secondary spawn point for large items from kiosks, so that they are not stuck halfway through the kiosk
•   Fixed another error causing the player to punch when clicking on radial menus
•   Fixed an issue where part of the IVG would not animate open properly, looking slightly off
•   Fixed an issue where opening the inventory for the first time would sometimes cause all the icon highlights to activate
•   Fixed an issue where when an elevator was moving, looking at the menu would cause an odd highlight artifact
•   The simulation sphere around the player has been increased in size, allowing the player to see items for a longer distance
•   Fixed an obscenely high renderque on the Maintenance Key Icon

Title: Re: P.A.M.E.L.A.
Post by: Asid on May 04, 2017, 02:01:25 AM
Update: PAMELA v0.1.5.1 is Live!
3 MAY - NVYVE STUDIOS

<Users experiencing crashes: Please visit this thread - Crash Fixes/Workarounds!> You can also get to this thread by clicking a button in the Main Menu in-game.


Happy Wednesday, Sleepers!

We’ve got a shiny new update ready for you this week, with a ton of fixes, improvements, and less crashing.

Enemy NPCs have gotten another batch of love; they’re now able to break the player’s bones and inflict bleeding wounds, depending on the type and strength of the attacker. This makes combat with boss enemies like Reapers and Widows even more risky… better keep a Bone Refabricator in hand just in case! Enemies will also now occasionally dodge when you’re aiming at then with your laser sight, making ranged targeting more of a challenge.

Another big fix this week is a bug that’s been plaguing many of you; occasionally when pausing the game (and veeeery rarely when playing), the framerate would tank, the screen would sometimes go black, and this would be followed at some point by the game crashing. This is now fixed; for those of you experiencing other crashes (such as the AMD issue), these are still in the works and we’re waiting on further versions of the Unity Engine to get them sorted out, unfortunately.

One last highlight for this patch is a whole slew of balancing work; thanks to several reports from the community, we’ve tracked down some Genome Point Skills and Bio-Augments that were pretty broken, basically letting players become invincible. As much fun as that probably was, these issues are now fixed and the game should feel significantly more balanced, especially for higher level players.

Find the full changelog below; there’s a lot more than we could fit in the summary above.

Thank you all as always for the continued support, reports, and suggestions that help us to keep making PAMELA a better game, every day. We truly appreciate it! Let us know what you think of the latest patch in the comments below.

Changelog

Feature
•   Added more dynamic tutorial events for certain items when found for the first time
•   Added general survival tips entry into the Datapad – Visit AARM menu > Datapad > Tutorial tab to find this!
•   Enemies now have a chance to dodge your lasersight if you continue aiming at them from a distance
•   Enemies have the ability to inflict bleeding damage for a period of time, the chances are different for each enemy
•   Enemies now have the ability to break player bones based on the force of the attack
•   Enemies will now be able to detect the sound of weapons firing based on their loudness, alerting them to your presence
•   When harvesting a crop, the player will now get one to two seeds back in return
•   Enemies can now alert each other to a threat and group up to attack

Balance
•   The Widows now will slowly approach the player if they are being stared at, and then berserk to attack the player (previously would only attack from behind)
•   Increased the Widows health from 100 to 200
•   Enervate now increases the player’s energy and health by 5% on activation of a Pamela Ability
•   Shatterproof now reduces the effects of all broken bones by 50%
•   Lowered the rate at which the Reaper was taunting
•   Reapers will take much more to stagger
•   The time that invisibility lasts on the vanishing shield has been increased
•   Laser sights are now a bit brighter and thicker to make them easier to see

Fix
•   Fixed a separate, spamming, NaN error that happened if a person paused and unpaused in certain conditions, would have eventually locked up and crashed the game after appearing
•   Made a tweak to the world improvement quest popups so that they don't cut through world geometry quite as much
•   Fixed an issue where the Iron Skin Genome Point skill would compound upon itself after saving and loading, eventually making players 100% Iron
•   Fixed the calf skinning on the Tricarbyne Armor so that it doesn't clip with the top of the thigh
•   Fixed an issue where player profiles were recreated when the player pressed New Game
•   Fixed an issue causing headshot damage not to calculate properly
•   Fixed an issue where the augment remover stopped working
•   Fixed issue where Reaper would not play breathing sounds
•   Fixed an issue causing the Reaper to phantom hit
•   Shield lights now dim slightly so it’s not quite as jarring when lowering your shield
•   Fixed issue with Reaper where it was not making taunt noises when taunting
•   Fixed an issue where Magnetic Dissipation and Grounded were not adding together
•   Slender frame decreases health to 90% of original as intended (was increasing health instead)
•   Fixed an issue that would sometimes cause floating keycards in the world
•   Fixed a bug causing enemies to bleed if they dodged an attack and play an impact sound like they were hurt
•   Fixed an issue preventing the Defiant Sigil from properly spawning more boss enemies as intended
•   Hulking now increases health by 25% instead of the incorrect 125% it does now
•   Fixed an issue causing the Degenerated to constantly walk into the player sometimes
•   Fixed an attack on the Degenerated that would never connect with the player
•   Fixed an issue that would cause Degenerated to phantom hit
•   Fixed an issue with NPCs investigating players
•   Fixed an issue where armor bonuses were not resetting on death
•   Tricarbyne Armor + and ++ variants now properly apply their increased defense and decrease the speed penalty
•   Fixed an issue where Players who upgraded Fatigue and Health through Genome points would have their fatigue and health restored with every reload
•   Removed some bad dodge animations from Degenerated
•   Replaced incorrect back left and back right animations for Degenerated
•   Fixed an error where the Widows would sometimes triple up their actions
•   Fixed an issue causing Widows to phantom hit

Title: Re: P.A.M.E.L.A.
Post by: Asid on June 12, 2017, 04:40:34 PM
Update on the Update
12 JUNE   - NVYVE STUDIOS


Hi there everyone! Thank you all so much for your patience while we put the finishing touches on the huge update we've been cooking up.

In addition to everything we discussed in rhe last posts, we ended up implementing a slick, updated tutorial system which features a ton of videos instead of pure text as it is now, and upgraded the project to a newer version of Unity which will hopefully help address some of the stability issues some of you have been dealing with.

We'll post a huge announcement to go along with the Update soon; rest assured we're working around the clock to get it ready and it should be live any day now.

Thanks again for the patience! Stay tuned.
Title: Re: P.A.M.E.L.A.
Post by: Asid on June 16, 2017, 05:23:47 PM
Mega-Update: PAMELA v0.2.1.2 is Live – Crafting, Tutorial 2.0, and much, much more!
15 JUNE   - NVYVE STUDIOS

<Please note! This update will cause existing world save files to be deleted!>

Happy Thursday, Sleepers. Sit down, get comfortable, and grab a snack because this is going to be a long read!

Picture in your mind a snowball, rolling down a snowy slope. It starts out small, but before you know it you’ve got a ton of frozen destruction barreling down towards you.

That’s pretty much what happened with this update; with each passing day we squeezed in more new features, optimizations, and fixes, and this ended up postponing the update up until today. This is now *by a huge margin* our largest update since launch. Thank you for your patience during this period between updates; let’s dive into it!



A lot of changes: HERE (http://steamcommunity.com/games/427880/announcements/detail/2221812448256951515)
Title: Re: P.A.M.E.L.A.
Post by: Asid on June 17, 2017, 01:21:21 AM
Hotfix: PAMELA v0.2.1.3 is Live – Base Saving and Misc Fixes
P.A.M.E.L.A.ฎ - NVYVE Studios

Happy Friday, Sleepers! We’ve got a quick hotfix up for you before the weekend.

There were a few saving/loading bugs that slipped through, caused by some of the recent memory optimizations we implemented.

We also implemented a few balance tweaks, and will be working on a few more values over the weekend.

We’ll be keeping our eyes on the discussions, and have already made some adjustments based on your collective feedback. Thank you all as always for the detailed feedback and reports!

Balance
•   NPC dodge chance has been reduced
•   Engineering menu scroll speed has been increased for easier navigation

Fix
•   Bases should no longer disappear occasionally after reloading the game (if this happened to you, we suggest starting a new game to ensure no glitches continue)
•   Fixed an obscure bug which could break Hydroponics farming if not harvested quickly enough
•   Fixed lights on F.A.B. and L.A.B. building items not turning on correctly
•   NPCs will no longer dodge when stunned
•   Fists are no longer buggy after respawning
•   Kiosk now reads Lux values from the player correctly
•   Tutorials pop ups should now scale with different screen resolutions
Title: Re: P.A.M.E.L.A.
Post by: Asid on June 22, 2017, 02:04:18 AM
Update: PAMELA v0.2.1.6 is Live – Saving fixes and Stability Improvements
22 June - NVYVE Studios   

<Please note! This update will cause existing world save files to be deleted!>

Happy Wednesday, Sleepers! We've got a big stability update out today, with a ton of fixes for issues that many of you have brought up in the forums.

Most importantly, we've squashed a bunch of saving/loading bugs which were either stopping users from saving, or failing to save certain items that had been collected. This should dramatically improve stablity of built items, though unfortunately did require us to wipe saves - we're sorry!

As always let us know our feedback in the discussions! We've been replying in each thread to confirm what has been fixed, so you should be able to find your issue here if you made a report over the weekend.


Feature
•   Recycler: These new objects can be found throughout the world, and are used to sell unwanted items for Lux

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/25175616/aea01bab5dc04a0f53f7ac468d2e8470c0e7ff9a.jpg)

Balance
•   Stage 1 and Stage 2 enemy health has been increased
•   Engineering menu scroll speed has been increased for easier navigation
•   Datapad log no longer records "Stamina Became Critical" messages, which occured all the time and were not useful to store
•   Added several new statistics for counting items sold, plants harvested, buildables repaired, etc. in the Datapad menu

Fix
•   Fixed several behind the scenes issues that were breaking some users' save files; this could cause buildables and items to disappear from the world, as well as from within containers
•   Fixed a save-related issue in which the Main Menu and Quit button would not work on the Pause menu
•   Datapad: datacard entries now clear correctly when player dies
•   Enhancing equipped items when having a full inventory no longer causes the slot to become bugged out (filled by a "ghost" item)
•   Repair beam now works correctly on damaged buildables when player has maximum elements in Engineering Menu
•   Water condensors no longer occasionally delete water bottles
•   Fixed an issue with Shield Doors not saving correctly
•   Fixed several miscellaneous errors that could occur when returning to main menu from pause menu
•   Fixed bug that caused issues moving storage containers in player's inventory
•   Fixed issue with using radial menu when interactive with another object
•   Fixed an issue in which equipped item icons would be too large when reloading a game, causing them to overlap the slot boxes
•   Fixed several behind the scenes errors that occured occurently when returning to the main menu
•   It is no longer possible to upgrade Ion Core+ to ++ for free
•   When picking up an element cube, flytext notification no longer displays twice
Title: Re: P.A.M.E.L.A.
Post by: Asid on June 23, 2017, 02:08:05 PM
Hotfix: PAMELA v0.2.1.7 is Live – Hydroponics and Misc Fixes
22 JUNE - NVYVE STUDIOS

Happy Thursday, Sleepers! We've got another patch for you, fixing a few small issues we uncovered in our testing today. There was one final, very obscure issue with Hydroponics that could break saves; it doesn't look like anyone outside of our testing has been affected yet, based on our error logging.

We also tweaked the hunger/thirst decrease rates a bit; they should be less intrusive but still significant. Please let us know your thoughts in the comments!

Balance
•   Decreased base hunger/thirst decrease rates by roughly 25%

Fixes
•   Hydroponcs Small and Large can no longer by enhanced to UV versions for free
•   Fixed rare issue of Hydroponics not being saved correctly
•   Fixed an issue with footstep sounds not being triggered correctly when walking on certain props
•   Fixed an issue in which pressing C to open crafting menu before opening the inventory menu would cause it not to render correctly
•   Added proper rounding to Lux sell prices displayed on the Recycler (eg. strange values like 900.00001 are now rounded correctly to 900)
•   Fixed an issue in which mouse cursor would not lock/disappear correctly when closing out of the inventory screen by pressing "I"
Title: Re: P.A.M.E.L.A.
Post by: Asid on June 23, 2017, 02:08:49 PM
30% off @ Steam

http://store.steampowered.com/app/427880/PAMELA/
Title: Re: P.A.M.E.L.A.
Post by: Asid on June 27, 2017, 06:59:08 PM
Patch: PAMELA v0.2.1.9 is Live – Movement Polish, Brightness Tweaks, and Lots of fixes
P.A.M.E.L.A.ฎ - NVYVE Studios

Happy Tuesday, Sleepers! We've had a huge influx of new players from the first few days of the summer sale - welcome to those of you who are new here!

We've also recieved a huge amount of feedback and bug reports. All of these threads and emails have been carefully combed through, and added to our internal tracker. In fact many of the bugs fixed in today's update came from this latest batch of feedback.

One big change that we'd like your feedback on is a visual tweak; very dark areas are now slightly less dark, and the flashlight is slightly wider than it was before. Many of you have complained about overcontrast in the lighting and we've tried to address this while still retaining the game's visual style - let us know your thoughts in the commetns!

We also tweaked our player movement quite a bit; it is now much more responsive with almost instant acceleration, compared to the previous version of the game. We've recieved a ton of feedback on this aspect, so we're eager to get your feedback on these new changes.

There's a lot more we have in the works, so stay tuned for upcoming patch notes with a new batch of fixes soon. Thank for to those of you who've taken the time to report these issues, and help us to make PAMELA a better game for everyone.

Balance
•   Increased game brightness slightly in dark areas
•   Increased default flashlight width slightly
•   Reduced bloom post effect slightly; this should make the flashlight less overblown in dark areas, along with reducing overall blowout
•   Changed "Auto Pick Up" keybinding in inventory to Middle Mouse Click; this used to be double left click, which was cumbersome
•   Genome Points Abilities: Health regen now kicks in only after 6 seconds of taking damage; this means it will no longer out-heal effects like bleeding or starvation, or concurrent attacks
•   Tightened up character controller greatly; movement is now much more responsive, please give us feedback on this!

Fixes
•   Improved responsiveness of picking up/dragging items within inventories
•   Added item descriptions to all Nanoflex armor set pieces
•   Corrected several typos and incorrect keybinding references in the tutorial system
•   Re-added the effect that highlights the corresponding slot when hovering over an attachment that can be equipped
•   Fixed an issue in which the Recylcer would not calculate Lux sell value when item is placed into the Recycler by Middle Mouse Clicking (used to be Double Left Clicking prior to this patch)
•   Fixed an issue that caused Seekers to infinitely walk towards/away from the player
•   Fixed a typo in the sleep menu, which indicated that sleeping reduced health (this did not actually happen, but still a very confusing typo!)
•   Fixed a nasty bug which could occur if tutorial popups were activated while player is interacting with a container, which could break future player input
•   Fixed an issue in which junk items could not be salvaged from the Radial Menu
•   Fixed flashlights/utilites occasionally spawning in with incorrect scales
•   Fixed an obscure issue in which pausing the game during certain events could break future input
•   Datapad Statistics screen now shows correct value for ranged weapon accuracy
•   Fixed attachments cases not reseting properly on player death
•   Reimported several weapon attachments to add proper open/close states, and fix some texturing issues
•   Re-Added Quick Use functionality when in standard Inventory menu; pressing Middle Mouse on an item will use its default action (eat, drink, equip, etc.) - note, with a container open, Middle Mouse will auto-swap items between inventory and container, not Quick Use

Title: Re: P.A.M.E.L.A.
Post by: Stardog765 on June 27, 2017, 07:30:25 PM
Cool!
Picked it up the other day.

Title: Re: P.A.M.E.L.A.
Post by: Asid on June 27, 2017, 07:31:37 PM
Hopefully you won't starve like me  :cry2
Title: Re: P.A.M.E.L.A.
Post by: Asid on June 30, 2017, 01:57:38 AM
Patch: PAMELA v0.2.1.15 is Live – Improved Containers, Better Status Warnings & Lots of Fixes
30 JUNE - NVYVE STUDIOS


Hello everyone! This update brings some great fixes and improvements that exclusively came from what users were reporting in the Steam discussions. We read through each and every post, comment and review and take it all in and store it on our internal tracking software. The community is helping tremendously in shaping the game into what we all want as well as helping make it more stable and enjoyable each and every day. We thank all of you for your input!

Now on to what’s in today’s update! We have a range of fixes and features for you, ranging from some controller improvements to items now saving their positions inside containers. Feel free to go sorting happy in your Storage Containers.

There were a number of reports regarding vendor kiosks not dispensing items under various situations and that has since been tracked down and eliminated. The rolling shutters (gates) now open correctly on load and you will no longer fall through a wall that was missing colliders on the 2nd floor of Origin Station. There’s lots more, so as always read down below for the full list.

One last thing to mention is the studio will be doing its annual Canada Day week-long shutdown from the 3rd – 7th so no one will be in the office to respond to the forums as well as there won’t be an update next week. We’ll be back on the 10th, so until then keep up with all of the awesome feedback.

Features
•   Items now save their positions inside containers. This at the same time fixed a bug where sometimes full containers would appear to delete items due to the sorting algorithm not being able to find space to place items.

Balance / Tweaks
•   Added new earlier warning levels for hunger and thirst that will notify you when you’re at the half way mark
•   Controller Support: Added left/right stick navigation to pause menu (was previously D-Pad only)

Fixes
•   Fixed an error that occasionally happened in some of the full-screen tutorials
•   Added colliders to some objects that were missing them in Origin Station
•   Fixed an issue that would cause vendor kiosks to not give the player items
•   Fixed a problem with a few Power Switches that would cause them to stop showing their UI
•   Fixed a bug in the inventory that would cause items to disappear sometimes when you clicked the middle mouse button
•   Fixed some bad animation states on doors, especially the ‘gates’ that would cause them to appear half opened after loading a game.
•   Upgraded to Unity 5.6.2p1 which will now fix two spammy errors that seemed to be causing crashes for some players as well as performance problems.
•   Controller Bindings: Fixed Block, Sprint and Crouch not working when you had the IVG equipped.
•   Shield Walls can no longer be moved outside the range of a Power Transmitter to create infinitely long walls.
•   Fixed a specific string of events that would prevent some new games from spawning items in the world
•   Fixed shield doors not correctly detaching from linked pylons when you picked it back up
Title: Re: P.A.M.E.L.A.
Post by: Asid on July 01, 2017, 12:45:08 AM
Patch: PAMELA v0.2.1.16 is Live – Respawning Bug Fixes and Code Cleanup
P.A.M.E.L.A.ฎ - Mirus

Hello again! We wanted to snipe out a really quick update before our week off next week (read our last change log for details) because we found a few issues that we didn’t want hanging around while we were gone.

Most of this was some internal code cleanup to remove a ton of compiler warnings, but we had some serious issues that we discovered with respawning that was a regression caused by one of our past updates. There were also several miscellaneous issues caused in the last update from us upgrading a plugin which should now all be resolved. In simple terms, there should be less things broken! Probably more than reported here.

Have yourselves a wonderful week and we’ll see you back on the 10th!

Fixes
•   Repaired a ton of issues with coroutines either not running or never stopping. This could have caused far reaching issues.
•   Added some more checks on buildables during respawn to stop them from wiping data during a cryo core respawn.
•   Potential fix for rare bug that caused the player to ‘fall forever’. Let us know if you run into this one again… it’s a slippery fish.
•   Tons of internal code cleanup to remove various compiler warnings.
Title: Re: P.A.M.E.L.A.
Post by: Asid on July 14, 2017, 04:23:03 PM
Update: PAMELA v0.2.2.1 is Live – Quick-Heal, Craftable Element Cubes Tons of Fixes
P.A.M.E.L.A.ฎ - Mirus

Hello again everyone! The team is back from our much needed vacation and are back at it again. This week’s update is a pretty tasty one with some crucial improvements and fixes that we can’t wait to get your feedback on.

You asked, we listened! There is now a quick-heal button and also a way to get rid of all those extra unwanted resources, craftable element cubes. In the Engineering menu you will now find element cubes. These cubes can then be stored in containers for later use, or recycled for profit. But more importantly, you won't find yourself unable to harvest or craft anymore because you're full of Chromium.

The other major bullet point for this update is a potential fix for the dreaded ‘Black Screen’ bug that has been plaguing some players. This would entirely block people from playing the game when it happened and has been extremely difficult to track down as we cannot reproduce it ourselves. If you were experiencing this before, please let us know if this update has fixed it for you. It is currently our top issue that we’re trying to resolve.

There’s a ton of other great stuff in today’s update like a new video player plugin that completely eliminates those horrible lag spikes we were having with the tutorial videos. Saving and loading is significantly more reliable now and disappearing buildables should be a thing of the past. Check out the full list below and let us know what you think in the comments below.

PS: Thanks again to everyone who has posted in the discussions about suggestions and bug reports. The emails we get that include save files and debug logs have been invaluable and your continued support is definitely appreciated and positively impacts the development of PAMELA for all to enjoy.

Features
•   Quick-Heal button added (Default ‘4’ on the keyboard). This will scan your inventory for healing items and use the lowest one available. (Order is Medi Hypo, +, ++, then Supra Hypo, +, ++)
•   You can now craft element cubes in order to store/sell excess resources.

Balance / Improvements
•   Element cubes no longer instantly give elements upon pickup, you have to ‘Use’ them.
•   Element cubes now hold 100 units instead of 50.
•   Turrets now shoot a burst every 5 seconds instead of every 0.5 seconds.
•   Shield Doors, Shield Pylons, Storage Containers (Small & Large), and Sentry Turrets now have new placement meshes that represent the open/activated versions of themselves.
•   Low and critical health sounds play less frequently, now set to 6 seconds.
•   The main menu image effects have been completely changed to match the ones used in the main game. The main menu was still using some old legacy effects from before our Early Access launch that possibly were causing the ‘Black Screen’ when loading the game for some people. A few other visual tweaks were also made.
•   Cursor now locks to the edge of the screen. This will prevent players with multiple monitors to accidentally click outside of the game view when using menus like Pause and Inventory.
•   All environmental audio was playing at all times for the entire world. This has now been fixed so that only sounds that you can hear are actually playing. This should reduce memory and CPU usage.
•   Tutorial video system replaced with a new plugin which completely eliminates all of the lag spikes when videos were being loaded and unloaded.
•   Buildables will no longer appear to reactivate if you walk far enough away from them and quickly look away and back at them.

Fixes
•   Potentially fixed the dreaded ‘Black Screen’ on startup bug. Please let us know if this is still an issue as we are unable to reproduce it on our end but know it’s affecting a lot of people!
•   Element cubes now save and load properly when inside a container.
•   Fixed an issue that was causing buildables to disappear when loading your game sometimes. This also solved several other miscellaneous issues caused on a game load.
•   NPCs no longer walk through buildable objects (especially noticeable when attacking turrets).
•   Fixed a problem when you picked up an Ion Core out of a Power Transmitter while your inventory was full. The Ion Core would come out, but the transmitter wouldn’t open up to allow you to place in another one, breaking it permanently.
•   Fixed several bugs related to Ion Core capacity issues.
•   Fixed several missing colliders in the Garrison Barracks.
•   Fixed a missing collider in Novus in the Promenade.
•   Fixed several missing colliders in the beginning cryo area.
•   Fixed a bug that made the critical health sounds not play if the low health sound was already playing.
•   Fixed a bug that caused buildables to disappear from containers after a cryo-core respawn.
•   Fixed a bunch of coroutines that were not being killed properly when you left the game back to main menu.
•   Fixed some incorrect text in the tutorials that still referenced double-clicking items instead of the new middle-mouse click.
•   Fixed a bug that made the IVG Repair Durability meter display 0 health for buildables that had full health.
•   Fixed an animation issue with several buildables that would load in incorrectly. This was certainly apparent on Shield Doors after loading a game.
Title: Re: P.A.M.E.L.A.
Post by: Asid on July 17, 2017, 08:55:58 PM
Patch: PAMELA v0.2.2.2 is Live – Public Roadmap and Some More Bugs Crushed
P.A.M.E.L.A.ฎ - Mirus

Today we’ve got a patch for you with a few fixes, but there’s some pretty major ones. There are some great inventory fixes as well as a fix for another issue that was causing saved games not to load correctly. From what we can tell this only affected a few people, but now your saved games should be much more reliable.

In the previous update we nerfed Turrets a little bit too much so they’ve been better balanced now. We also discovered the + and ++ versions of the turrets weren’t actually doing any more damage than the standard one, so that has been resolved as well!

As always, read the full list below!

We have one more announcement today, we’ve stickied a new post in the General Discussions forum about our new public roadmap! Go check it out and vote on the features that you’d like to see us work on first.

https://trello.com/b/JL0br3J6/pamela-early-access-development-roadmap

Balance / Improvements
•   Turrets have been rebalanced:
Regular:
Damage: 5 -> 10
Time between shots: 5 -> 3
Force: 10 -> 3
+:
Damage: 5 -> 12
Time between shots: 5 -> 2.5
Force: 10 -> 3
++:
Damage: 5 -> 14
Time between shots: 5 -> 2
Force: 10 -> 3

Fixes
•   Fixed an issue that caused players to not be able to place items in certain inventory slots.
•   Fixed an error that would block saves to continue loading if it was encountered. This would create the symptom of buildable items disappearing after loading a game, among some other things.
•   Fixed a few bugs that was causing the equipment upgrade nodes to not display correctly. This was causing players to think they lost their upgrades, but it was just the menu not updating properly in all use cases.
•   Fixed an error that was causing SEC-RTs not to die sometimes. When this happened they would generally walk infinitely into a random direction.
•   Fixed a bug that would cause some items in the inventory to appear to be rotated and the highlight wouldn’t match the item.
•   A few ‘Junk’ items missed the last patch for being switched to the new ‘Engineering’ category.
Title: Re: P.A.M.E.L.A.
Post by: Asid on July 28, 2017, 06:36:29 PM
Patch: PAMELA v0.2.3.3 is Live – Weapon & Armor Crafting, New Hacking Minigame, and fixes!
28 July - NVYVE Studios

Happy Friday, Sleepers! We've got a juicy update out for you today, let's dive into it.

First off, we've expanding the crafting schematics to include Weapons and Armor. To construct these, you'll need to build an Equipment Bench, which requires a Crafting Table Mk-II (renamed from L.A.B.). Weapons and Armor are therefore fairly involved to build, but that's fairly by design. We've also decreased spawn rates for these items across the board to account for this major change. Let us know your thoughts on this addition in the forums!

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/25175616/d17a38799f5b64fda6431b79311482cf608b160d.jpg)

Another big ticket item this week is a new hacking minigame...

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/25175616/fb9ce1b87cf6d434af9cd70f40aaada882d332d5.jpg)

One of the main complaints about the original minigame (which is still selected 50% of the time when hacking) is that it was too reflex based, and was also victim to framerate irregularities. We've been meaning to implement this new game for some time, and finally got around to it!

In this new game, you've got to cycle through pairs of glyphs to construct the results below, then lock in your answer before the time runs out. We've had a ton of fun playing this minigame so far, and hope you do too.

***There's a new menu option, relating to hacking! In general, you can select 3 options: Hybrid (both minigames occur 50/50), Reflex, and Logic. Both games are challenging in their own way, so we wanted to make it an option for you to choose one or the other, if you have specific issues with the Reflex game.

We've also got the usual bunch of bug fixes in there as well. Feel free to peruse the big ol' list below, and as always let us know your thoughts in the comments!

Features
•   New Buildable Item: Equipment Bench
•   Weapon & Armor Crafting Schematics
•   New Hacking Minigame: Logic based "glyph" minigame
•   General Menu Options: Hacking modes - Hybrid, Reflex, Logic

Balance
•   Crafting Menu organization has been improved, with extra tabs for easier navigation
•   Options menu no longer applies options on button click - only when "Apply" is clicked
•   Increased Cryo Core spawn rates; they are defintely still supposed to be rare but should spawn more regularly now
•   Decreased weapon and armor spawn rates slightly as they are now craftable

Fixes
•   Fixed an issue that caused containers to become empty after respawning with a cryo core, when they were placed inside of another container
•   Fixed an issue with the Shield Door which would incorrectly animate the pylons if it was picked up with a full inventory
•   Fixed an issue which caused containers to break when being arrested while container menu is open
•   Fixed an issue with Tricarbyne Armor which caused incorrect shadowing and rendering when looking down at your body
•   Fixed an issue with the Electron Pulse; if 2 pulses were fired in quick succession, the audio could get stuck on repeat
•   Utility Descriptions no longer run off screen in certain cases
•   Fixed a rare issue that caused buildables to disappear from IVG Build Menu when reloading game
•   Fixed a few cases of duplicate containers in the world (2 identical containers were on top of each other physically, and were confusing to interact with)
•   Picking up a Power Transmitted with an Ion Core inserted: now either tries to pick up both, or drop the Ion core if there is not enough space (used to disappear)
•   Adjusted a sliding shutter door in Garrison to prevent access to an unfinished area
•   Fixed a bug with the Crafting Menu acting strangely when opened with C and I in various orders
•   VISR - fixed a bug in which the inventory counter did not update unless you open and close the inventory when placing buildables in the world
•   Impact Catalyst: did not recharge energy based on damage dealt or recieved
•   Fixed attachment description displays in several places
•   Respawn: Utility effects were not clearing on death, i.e. you would still recieve a bonus from a power slot item even after dying and losing it
•   Player Corpse Menu: can no longer collect infinite crafting resources by opening and closing the menu repeatedly
•   Fixed several instances of Bio Augments not stacking correctly with Genome Points
•   Fixed an issue where IVG would display a fully harvested object as having full health, not 0
Title: Re: P.A.M.E.L.A.
Post by: Asid on August 11, 2017, 06:08:27 PM
Dev Blog #76: Nirvana Progress, Arcadia Residential Units, Multiplayer
P.A.M.E.L.A.ฎ - NVYVE Studios

It's been a while since we've put together a proper devblog! Since we've got a lot on the go behind the scenes, now seemed like a good time to put one together. We're pretty excited about all of this; let's dive in!

New Areas in Progress

On the art side of things, we've got a few chunky items in progress. As we've already announced, we're in the midst of designing and fleshing out Nirvana, which will be an all-new district that we're super excited about. It will be quite visually distinct from what you've experienced so far in Eden; we're looking forward to sharing some teasers when we're a bit closer to launching this.

However, we've got a little update coming to tide you over in the meantime! We've added several new residential units in the Arcadia tower, found on floors 7 and 8. Matt did a phenomenal job designing and propping these fancy residential suites, which should be going live a bit later this week after some testing.

M-m-m-multiplayer

Right, so... this is a meaty one. We sort of "announced" we were working on this as part of the roadmap we posted on Trello awhile back, without really going into much detail about the hows and whys.

Looking back, multiplayer is something that we've always wanted to be part of the game. We've all got a deep love for exploring and surviving with friends, facing the unknown together, as well as potentially running into hostile players. Earlier in development, we made the decision to focus primarily on the single player experience in order to nail that down fully. Not to say we're "done" with single player as a playstyle now, by any stretch! Rather, we're stable enough to actually entertain the idea of multiplayer options.

From a development perspective, multiplayer implementation gets broken up into 2 distinct steps: getting it to "work", followed by getting it to a point where it adds to the game and doesn't fight with existing systems. Basically what this means is that first we're porting the single player game as it currently exists to support multiplayer, and at that point, through lots and lots of testing, we'll circle back on systems that need tweaking to feel great when played with others.

Once we get far enough with multiplayer, we'll most likely be creating a separate opt-in branch on Steam which you guys can use to test it out in an early state. We don't have an exact ETA on this at the moment; we'll be posting some intermitent updates as we progress and have a better idea when the alpha version will drop.

Let us know your thoughts in the comments below! We may put up a Google Forms survey about this as well as some other areas we're looking for feedback in.

What else?

While we push on these new features/areas, balancing tweaks and bugfixes are taking a bit of a backseat. We're still combing the forums, keeping our eyes open and updating our internal trackers, so please keep the feedback and reports coming!

For the time being, we simply anticipate less frequent updates while we lay the massive foundations for multiplayer. That said, we should have a nice patch later this week with the new Arcadia suites and a handful of bug fixes, so definitely watch out for that!
Title: Re: P.A.M.E.L.A.
Post by: Asid on August 11, 2017, 06:17:07 PM
Update: PAMELA v0.2.4.2 is Live – New Arcadia Suites, and Backup Saves!

As promised, here's an update with a few solid additions! Namely, some new areas in the Arcadia Tower, and a swanky save back up system in case of (rare, at this point) instances of save corruption.

On the multiplayer note from yesterday; we've been reading through all of your posts, and want to thank you as always for the honest feedback. We want to assure you all that we've got significant new content in the works (such as today's new areas, for example), and that single player won't be disappearing as a gamemode at any time in the future. We'll be posting a more detailed response early next week, just wanted to briefly touch on this note before the weekend.

Features
•   Environment: New Arcadia Tower suites added; all units on floors 7 and 8 are now accessible!
•   Backup Save System: After successfully loading a save, the game will now duplicate that as a "safe" save file next to the main save file. What this means is that if for some reason your save becomes corrupted (should be quite a rare occurence at this point) you can rename this backup save file and overwrite your corrupt file with it. If this does occur, we would appreciate if you sent your save folder (with the original corrupted save included) to support@pamelagame.com so we can investigate further and fix the issue for future cases.

Fixes
•   Fixed several miscellaneous issues with the logic hacking minigame.
•   Fixed an error with shield doors not linking properly when reloading a save game
Title: Re: P.A.M.E.L.A.
Post by: Asid on August 15, 2017, 04:10:14 PM
Update: PAMELA v0.2.4.3 is Live – New Arcadia Suites, and Backup Saves, take 2!

We originally pushed this update last friday, but thanks to a few of you providing us with quick feedback we identified a save/load issue with Shield Door items. Essentially any save that had a base with Shield Doors would have been corrupted; thank you again for those of you who let us know so quickly so we could remedy the issue.

This update includes some all-new Arcadia residential Units, a fancy save back up system (described below), and some miscellaneous bug fixes.

Features
•   Environment: New Arcadia Tower suites added; all units on floors 7 and 8 are now accessible!
•   Backup Save System: After successfully loading a save, the game will now duplicate that as a "safe" save file next to the main save file. What this means is that if for some reason your save becomes corrupted (should be quite a rare occurence at this point) you can rename this backup save file and overwrite your corrupt file with it. If this does occur, we would appreciate if you sent your save folder (with the original corrupted save included) to support@pamelagame.com so we can investigate further and fix the issue for future cases.

Fixes
•   Fixed several miscellaneous issues with the logic hacking minigame.
•   Fixed an error with Shield Doors not linking properly when reloading a save game
•   Fixed Shield Doors breaking saved games
Title: Re: P.A.M.E.L.A.
Post by: Asid on September 22, 2017, 08:09:48 PM
Dev Blog #77: Status Update
22 SEPTEMBER   - NVYVE STUDIOS

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/25175616/9daf5b898f128528c5cd1fd0e3c5ef96b4be4b39.jpg)

Hello and happy friday! It's been some time since our last update, and we've been hard at work on some things that we're pretty excited about.

Nirvana District

On the content side, we've made huge progress on the new district. Nirvana was the entertainment and nightlife hub of Eden, before the affliction took hold. This is a massive area, with a distinct new visual style and locations to visit; those of you who enjoy exploring uncharted new areas will surely enjoy uncovering everything it has to offer. Nirvana will be launching sometime mid-October, so look forward to that! We'll probably be dropping a few teaser screens between now and then as well.

Multiplayer Progress

We've also made some big strides when it comes to co-op/multiplayer support. Laying the groundwork has been a bit of a slog, but most core systems are now coming together at an increasing pace. In the interest of making the multiplayer experience as smooth as possible, we've integrated Steam server API for browsing and joining friends' games more easily.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/25175616/6066caf048c7291a0c24a209954ef1e7bcb91614.jpg)

We'll be doing quite a bit of testing, both internal and through opt-in alphas, to determine the proper balance and gametype(s) we're going to support. When we announced multiplayer was on the horizon, there was some concern from the community that the game was going to become DayZ overnight; that's definitely not the plan! Single player will coexist alongside the multiplayer modes, which could include PVE-only servers, PVP, team-based modes, etc.

Stay tuned for an announcement with more details on testing opportunities once we're further along. We appreciate the patience and understanding while we're heads-down in development on these huge new additions to PAMELA!
Title: Re: P.A.M.E.L.A.
Post by: Asid on October 20, 2017, 12:02:07 AM
Dev Blog #78: Updates on the way!
13 OCTOBER   - NVYVE STUDIOS

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/25175616/6f44025a59988be85cce6d69a2b12fe670874504.jpg)

Happy Friday! We've got a quick status update for you all before the weekend.

We've wrapped up a big sprint on multiplayer development, meaning a solid chunk of the implementation is complete. At this point, we've been putting some plans together for the rest of the year, and want to circle back onto the single-player experience. There's some pretty cool content coming up: Nirvana, a new NPC, lots of polish, improvements, and more!

Since we've still got a ways before multiplayer is fully complete and ready for you guys to dive into, we'll be refocusing on this content/polish for the next while.This means you'll be seeing more regular updates from us, as well as the weekly devblogs that we used to keep up.

So, what are we working on first? There's a new NPC and buildable coming, which we're pretty excited for you guys to experience. We're doing a ton of polish work across many facets of the game; the character controller, GUI, and combat are all getting a bit of extra love to smooth out the bumps. We've still got a new environment district, Nirvana, in the works. It's nearly complete architecturally at this point, and will just need set dressing before integration.

http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/25175616/c1b361af493b6fdf16977ea758e171a20c98a0ee.jpg

Beyond those things, we've got some new weapons in the pipeline, a few new NPCs, items, and perhaps most excitingly, an expansion of the game's narrative to provide a sort of overarching goal to work towards (if you choose!). That bullet point is a big one that is a ways off, but we wanted you all to know that it's early in the works!

Lastly we want to thank you all for the patience while we were heads down on multiplayer foundations for the last little while; we made some great progress that can be resumed once the rest of the game gets a little more love. We're all looking forward to be pushing more regular updates again!

That does it for this week! Keep your eyes peeled for a patch incoming next week, along with another update on what we've been working on.
Title: Re: P.A.M.E.L.A.
Post by: Asid on October 20, 2017, 05:54:55 PM
Update: PAMELA v0.2.5.3 is Live – Tons of Improvements, possible Kaspersky false-flag fix!
P.A.M.E.L.A.ฎ - Mirus

Happy Thursday! We've got a juicy update for you today which includes a ton of polish work, as well as a whole bunch of fixes.

FIrst of all, we may have tracked down the source of the Kaspersky false flagging that many of you have experiences. It seems to be related to the executable name, of all things; the name PAMELA.exe is being flagged as a trojan. We've renamed the exe to PAM_GameLauncher.exe to potentially get around this. If you have been experiencing the Kaspersky issue, we would really appreciate your feedback on whether this fixes the issue!

We've tightened up the character controlled significantly, both in terms of movement and combat. Movement is now much more responsive, and walking is a bit quicker. Aiming with ranged weapons is now locked to the center of the screen for improved target acquisition. Finally, punch animations are much snappier with less delay between clicking and hitting.

Another big point is that text legibility has been greatly improved in the Inventory, Crafting, and AARM menus. These menus should now be easier to read and look slightly more clean overall.

There's a whole bunch more in the full changelog, including a larger base inventory size, jump height increase, and many, many bugfixes.

We hope you enjoy this new update; as always, let us know your thoughts in the comments!

Balance/Improvements
•   Tightened weapon aiming greatly; laser reticle is now locked to center of screen for much more accurate target acquisition
•   Text legibility has been significantly improved in many menus; Inventory, Crafting, and AARM have all been enhanced as well as some others
•   Inventory: full center portion of inventory is now unlocked when starting a new game
•   Decreased brightness/bloom on certain garbage can props
•   Map menu arm now follows view more quickly
•   Sec-RTs now talk less frequently when player is in proximity
•   Jump height has been slightly increased
•   Removed delay on sprinting stopping when using hybrid/toggle mode
•   Increased brightness pulse in hacking menu when hack is completed
•   Loot menu appears much more quickly
•   Improved Seed name spacing in hydroponics menu
•   Player can now immediately aim weapon when IVG is out, rather than having to put it away first manually

Fixes
•   Fixed certain buildables that flickered on/off when partially out of view of player
•   Renamed .exe to PAM_GameLauncher.exe; this *may* help with Kaspersky false flagging the game as a trojan
•   Removed several garbage collection calls during loading; *may* have been causing crashes for some users
•   Fixed several instances of buildables not showing up in Build Mode list
•   Fixed upgrade node text to show nodes greater than 10
•   Fixed instance of punching and interacting with containers causing input to be locked
•   Fixed turrets not detecting enemies properly when game is reloaded
•   Fixed instance of upgrade node menu backplate not appearing
•   Turrets no longer attempt to shoot NPCs through ceilings
•   Fixed NPC corpses "merging" with other containers in the world
•   Buildable Light now fades on intensity smoothly when placed
•   Fixed Shield Door graphics reloading improperly on game reload
•   Fixed instance of Store Kiosks not working properly when game is reloaded and power state is set to on
•   Fixed container menu breaking when player is arrested
•   Fixed instance of district power efficiency dropping to 0%
•   Fixed Beacon text overflowing when player's distance to Beacon is over 100m
•   Fixed instance of stamina not recharging when player interrupted a power attack with another action
•   Removed a floating battery backup in Garrison
Title: Re: P.A.M.E.L.A.
Post by: Asid on October 24, 2017, 04:44:29 PM
Patch: PAMELA v0.2.5.6 is Live – Save & Load Fixes and Various Tweaks
24 OCTOBER - MIRUS

*NOTE: This update WILL wipe world save files

Hello everyone! We have a patch for you today to address some of the issues that popped up since the last update. We received many reports regarding issues with saving and loading and were able to track it down. It happened when we changed the name of the game .exe in the last update which was a last-minute change, but has now been resolved!

Unfortunately the last update destroyed everyone’s saves so we had to wipe save files with this update. There is good news about this though as we were able to clean up a lot of sketchy legacy saving and loading code that might have been causing issues for some people.

We listened to your comments regarding other areas of the last update and have made some tweaks based on your suggestions. We’ve nerfed the jump height closer to be somewhere between the old and new, but closer to the old setting. Several people also missed the old way of aiming so we’ll be adding it back as an option in an update in the near future. Many missing colliders around the world have been tracked down and fixed (please keep reporting these if you find them). The last major thing to note is getting stuck in the jump pose after jumping should also be fixed.

There's a number of other changes and tweaks as well, so check out the full changelog below!

Balance/Improvements
•   Lowered jump height closer to where it used to be, but it’s still higher than before (please let us know what you think about this)

Fixes
•   Fixed players getting stuck when jumping
•   Some text from the world would display over-top of the in-game respawn menu
•   Fixed a bunch of missing colliders where you could walk through various walls and windows
•   Removed some unused assets in the build
•   Fixed issues breaking saving and loading
•   Fixed spamming critical health sound (R.I.P. eardrums)
•   Fixed some coroutines that would error if you exited to main menu
•   New text camera now follows FOV settings
•   If an issue that would allow you to spawn infinite items into a container…
•   Disabled some legacy text that was in the loot menus
•   Strong attacks were happening sometimes when you wanted a quick attack
•   If you died with your inventory or AARM menu up, you could still control them through the respawn menu and could break all input.
Title: Re: P.A.M.E.L.A.
Post by: Asid on October 26, 2017, 06:40:41 PM
Update: PAMELA v0.2.6.2 is live - Stalkers, Halloween Sale, and Roadmap!
P.A.M.E.L.A.ฎ - NVYVE Studios


(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25175616/5822ceb9401e2b3bece8b3eace840ba5a191de0f.jpg)


Happy Thursday, sleepers! We've got an exciting update for you today, just in time for Halloween.

Stalkers, a deadly new NPC

A new enemy joins the fray in Eden... the deadly and elusive Stalkers! We don't want to spoil the surprise for you guys, but here's a hint: be extra careful at nighttime, and perhaps take a look through your buildable schematics as well... Have fun surviving against these guys, and let us know your thoughts in the forums!

Halloween Sale

The Steam Halloween sale is starting tomorrow, and if you still haven't picked up PAMELA, this week is a great time as we'll be part of the yearly Steam Halloween Sale - You can pick up PAMELA at a 25% discount! We've got some big plans for the next few months on top of all the recent updates, so now is a great time to jump in.

End of year Roadmap

On that note, we'd like to share some of our plans up until the New Year.

New District - Nirvana

We've been working on Nirvana for some time, and it's very nearly complete. It's a massive new area for you to explore, probably larger than any existing districts currently in the game. Keep an eye out for this coming in November.

New Area - Nascent Robotics

While not quite as large as Nirvana, Nascent is a cool little area located in Oasis that's previously been locked down. There are some echo logs inside along with some good looting opportunities.

Non-Permadeath Mode

We'll be adding an option to play the game without permadeath, for those of you who prefer not to restart upon death every playthrough. Ultimately we want as many of you as possible to enjoy the game, and we feel that this option will preserve the existing experience while also providing the option for a more forgiving experience.

Crafting Streamlining

We're going to be doing a pass over the crafting and resource system to reduce the amount of steps required to build items. You'll still be able to build all of the useful items you're currently able to, but the process will be a bit more straightforward that it currently is.

General Polish and Bugfixing

As always, we're continually focused on fixing the issues that crop up in the forums, as well as polishing mechanics to improve you experience. We'll be looking into potential load time improvements and some AI polish specifically during the next little while.

That about covers it for now! See the full changelog for today's update below. Have fun!

Features
•   Stalkers - a dangerous new enemy type; watch out for them at night!
•   Disruptor - a new buildable that may prove useful when dealing with Stalkers

Improvements/Balance
•   Balanced Cyanoreprocessor to be less effective; it was a tad overpowered!
•   Added sound to Impact Catalyst when getting energy from hit
•   Added sound for Reuptake Assist attachment when the effect procs
•   Made Cryo cores more common

Fixes
•   Chrondrial Converter attachment - corrected health consumption and spelling mistake
•   Fixed Sonar Pulse upgrade schematic not functioning correctly
•   Fixed bug with Kinetic Amplifier that caused player to punch instead of shooting weapon
•   Overclocking Module no longer affects fist attacks
•   Fixed Massive Reservoir effects not applying properly
•   Fixed Impact Catalyst not doubling conversion properly
•   Fixed Reuptake Assist to properly have 15% chance to negate resonance buildup
•   Fixed enemies that are affected by Electron Pulse to be less likely to spot player
•   Fixed Kinetic Amplifier to correctly increase damage to stunned enemies by 10%
•   Fixed pathfinding bug with Sec-RTs that caused them to walk into walls
•   Fixed bug in which pausing game while aiming would break aiming after resuming game
•   Added some invisible walls to areas that were made accesible by jump height being increased
•   Fixed bug related to loading game while falling/dying, which could cause numerous issues
•   Fixed graphical bug with PAMELA's voice visualizer while talking
Title: Re: P.A.M.E.L.A.
Post by: Asid on November 13, 2017, 05:26:29 PM
Update: PAMELA v0.2.7.2 is Live – Non-Permadeath Mode a Ludicrous Amount of Fixes
P.A.M.E.L.A.ฎ - NVYVE Studios

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25175616/6f44025a59988be85cce6d69a2b12fe670874504.jpg)

Hello everyone! Today we bring to you an update so numerous in changes and fixes, if each entry were nutracubes, it would feed an entire Eden. (Bad jokes continuing) And for desert, we’ve finally had time to add the long requested Non-Permadeath game mode! Permadeath isn’t quite for everyone and now you’ll have the option to choose between both modes when you start a New Game. For those who like to live dangerously, if you play the classic Permadeath mode, you will be rewarded with an XP bonus when compared to the non-hardcore variant to balance out the increased risk.

A ton of fixes, updates and improvements have been made towards weapons and all equipment. You’ll have to read the entire list below, there’s so many I don’t know which ones to highlight up here. On top of all that, a few changes have been made to Stalkers so they are less punishing for new spawns. For instance they no longer spawn on the first night so you’ll get a lot more game time in before you meet them. You will also find that they deal less damage as well, they had a 2x damage multiplier when they attacked you while cloaked, but that ended up being almost every attack so that’s been removed.

We had mixed feedback on the new fixed aiming, some people like it, others wanted the old aiming style back. Why not both? You will now find a new option under the ‘Controls’ options menu for Aiming Type where you will be able to switch between the old ‘Free’ aiming and the new ‘Fixed’ mode.

Now to touch on what’s coming in the immediate future! We have some super exciting things in the works right now and we’re excited to get these into your hands. The first is level streaming which will drastically improve loading times. Instead of loading the entire world all at once, we’re breaking it up into small chunks are streaming that off of your hard drive as you move throughout the world. This should also bring with it some extra performance gains across the board, but it’s still in the initial phases of development so we don’t know for sure what we can promise yet. The next large feature that is getting lots of attention right now is Crafting and Harvesting. We’ll be posting all of the specifics about this within the next week or two, but you can expect a seriously simplified system that will be a lot less tedious and faster to use! The last large feature that will be getting a second pass shortly will be the Stalkers. This update does have a few adjustments to make them less punishing, especially at the beginning, but we plan on making their AI smarter so they don’t constantly teleport close to the player as harshly as they do now.

As always, here’s the entire list of changes, enjoy!

Features
•   Non-Permadeath Mode has been added! When you start a new game, you will be asked what mode you want to play. Players who decide to take the extra challenge of the permadeath game will earn XP compared to the non-permadeath mode.
•   Added option to switch between new and old aiming modes (Fixed vs. Free-Aim).
•   Upgraded the game project from Unity 5.6 to 2017.1, this could potentially fix some instances of crashing and the dreaded Black Screen bug that some users were facing. Since these are Unity engine fixes and we are unable to reproduce a lot of these random issues, please comment to let us know if it sounds like this has fixed things for you!

Balance/Improvements
•   Made it easier to nap (Removed the fatigue limits for sleeping).
•   Shield Bash balance: Now reduces stamina, no longer does damage, increased cooldown and also now becomes less effective if you spam it.
•   Improved the way Stalkers and Seekers are being spawned in. This will be most noticeable when Seekers are being called on you (eg. Failing a hack), before they would commonly never show up. More work will be put into the Stalkers and how they spawn in so close to the player in the near future.
•   SEC-RTs now call security if you damage them.
•   Improvements were made to the character’s head-bob when jumping around and moving over uneven terrain. You should notice a lot less ‘jitter’ and a more polished experience when moving around.
•   Lowered font size in recycler menu (was too large).
•   Genome point ‘Engineering’ now makes logic hacking easier.
•   Various improvements to upgrade menu (some fixes, added sounds, etc.)
•   Butcher’s Blade and Warden’s Fist primary attack no longer consumes energy when attack misses.
•   Warden’s Fist alternate attack now deals more damage (before did almost nothing).
•   Arc Welder now deals 2X times damage to robots.
•   Added proper support to 16:10 monitors, menus should no longer get cut off anymore.
•   Removed 2X damage multiplier if Stalkers sneak attacked you (this was pretty much every attack).

Fixes
•   Disruptor was showing incorrect item icon in upgrade menu.
•   Disruptor now returns elements when salvaged.
•   Several bugs with Enhancing Disruptors have been fixed.
•   Fixed some rare instances of players dying while loading into the game.
•   Dodging while in a moving elevator would make you fall to your death.
•   Jumping while in certain elevators that were moving could end up with you glitching on to the roof and getting stuck.
•   Stalkers now no longer come during the first night of the game, but instead wait until the 2nd night.
•   The number of Stalkers that come each night was not saving so every time you loaded your game it would reset to one.
•   SEC-RTs would talk over themselves sometimes (saying multiple things at the same time).
•   Starting a new game through the death menu wouldn’t reset the container’s hacking settings.
•   If you equipped a ranged weapon from the radial menu and try to shoot the primary fire, it will ignore the first click.
•   Subverser – Berserk dart did not affect AI.
•   Subverser – Sleep Dart not functional at all (still needs a proper animation, but it at least does something now).
•   Subverser - Sleep and Rage dart FX would not work well when added on top of each other.
•   Reservoirs – Description did not match the capacity, now is dynamic when upgraded.
•   Loadout Menu – Didn’t update what it was displaying if you swapped out the equipment while looking at it.
•   Massive Reservoir was using the wrong item icon (CyanoReprocessor's icon).
•   Special Abilities had no description.
•   Weapon headshots weren’t working properly.
•   Subverser effects didn’t work on some characters.
•   All specials were being shown in the description boxes before being unlocked.
•   Subverser – Special 1 and 2 descriptions were mixed up.
•   Subverser – Damage wasn’t being applied quite correctly, should now do more damage.
•   Subverser – Fixed a visual issue with one of the textures of the rage FX.
•   Warden’s Fist Special 2 should now prevent NPCs from blocking.
•   Warden’s Fist Special 2 should now ignore 50% of the target armor.
•   Warden’s Fist Special 1 should now have a 50% chance to knockout people hit by alternate fire.
•   Weapon upgrade schematic weren’t working properly.
•   Javelin – Default color of the equipment doesn’t match the color of the inventory icon.
•   Javelin – Wasn’t changing its damage values based on charge time.
•   Javelin projectile should now be faster when fully charged.
•   Javelin Special 1 should now deal 2X damage to unaware enemies.
•   Javelin primary attack dealt 35 damage no matter your charge and it also didn’t respect upgrades.
•   Fixed a small hole near Nacent Robotics that you could crawl through and exit the world.
•   Arc Welder Special 1 now adds +1 to the charge ability.
•   Arc Welder Special 2 now arcs electricity to one close enemy.
Title: Re: P.A.M.E.L.A.
Post by: budd on November 13, 2017, 08:17:28 PM
Game is coming along nicely. Still no new areas open, last I heard they opened a bit of the mall, more floors I believe. Waiting for another major area open and the MP to get fleshed out before I jump back in , thanks for info Asid.
Title: Re: P.A.M.E.L.A.
Post by: Asid on November 13, 2017, 08:21:12 PM
Waiting for another major area open and the MP to get fleshed out before I jump back in

I'm waiting for a burger joint to be available on every floor  :happyhappy I'm always starving...
Title: Re: P.A.M.E.L.A.
Post by: Asid on November 30, 2017, 12:04:00 AM
Dev Blog 79: Feedback Needed! Crafting & Harvesting
27 NOVEMBER - MIRUS

Hey everyone!

If you've been following our development, you may have read that we're currently reworking the crafting system to simplify it and make it less painful to use overall. We'll be launching this update alongside with Level Streaming and the massive Nirvana expansion before the end of the year. This is a pretty large change to the game so we wanted to get your opinions on it before we just launched it silently and hoped for the best.

Overview Of The New Crafting System
•   In order to streamline crafting resources the base elements such as carbon have been removed and are no longer needed to create crafting components. Components can now be found and looted directly from the world.
•   Components have also been streamlined by removing their upgraded versions and simplifying their names. Can’t remember if you needed Dymop-something or Alumino-etc glass? It’s just “Glass” now.
•   With the removal of upgraded components, a few leftover junk items have been converted to be extra crafting components to keep some variety in crafting recipes. Our new total for crafting components is 11, where it used to be almost 30.
•   To free up inventory space Components now deposit directly into the Engineering menu and can be seen on the right panel (where the Elements used to be displayed) and each component has its own individual cap (99) instead of the shared cap that elements used.
•   If a component in the menu is at its cap the component will be deposited into the inventory for storage or to feed to the recycler.
•   All crafting recipes have been updated to only use components, with more and rarer components required for rare and powerful items as well as upgrades.

What does this achieve?
What all of this does is remove all those extra steps we used to have where you would have to check the requirements, go and craft the required components from elements (probably stop to check the recipe again, make sure all the items were still in your inventory and not dropped on the ground if your inventory was full), and finally craft the item. Now, you can clearly see if you have the required items or not, and if you do, it’s one button click and the item is yours.

Removing Harvesting
While the effect was pretty cool looking, harvesting elements from world items has been removed since elements are no longer part of the crafting process. That lamp on the table is now just a lamp, and not a random object that you hoped contained Silica. This also lets us dramatically reduce the number of things that need to be saved, loaded and monitored, improving performance.

Being able to harvest everything right from the beginning of the game also allowed the player to create a really strong base immediately without having to explore or work much for it. Changing over to predictable component drops would fix this.

Component Drops
Components will continue to spawn randomly in the world but now containers and enemies will have a chance to spawn components based on predetermined lists allowing for predictable and in some cases challenging drops. These lists are based on location or enemy type so if you need a Defense Module, for instance, Garrison may have what you are looking for, or maybe “ask” your nearest Seeker.

Salvage
When Salvaging buildable items or equipment roughly 1/3 of the total components used to craft the item will be randomly returned. Each component is capped to the items total crafting/upgrading cost so you may get lucky and have your rare items returned, but you won’t get more than went into the item in the first place.

To address a long running sustainability issue with hydroponics, food and drink items can now be Salvaged into Fertilizer with a chance to upgrade to a + or ++ version.

Other items have had their ability to be salvaged removed.

Repair
Removed the Solder item in favor of just using Repair Kits for all your damaged item needs. Repair Kits remain inventory items that will be consumed when used from the Engineering -> Repair menu. Repair Kits will automatically repair a defined percentage when used based on the items rarity, with rare items recovering less health per use than their more common counterparts.

To reflect the new importance of Repair Kits they are now craftable using a few base components, they're also more common to find in the world.

Conclusion
We hope that this new way of crafting fixes the issues that the previous system had while at the same time dramatically simplifying it and making it more enjoyable to use. Please comment below about your personal thoughts about this new system, you might think the old system was fine as it was, maybe you love the new idea or maybe you're somewhere in-between.

Thanks everyone! We look forward to your feedback.

Title: Re: P.A.M.E.L.A.
Post by: Asid on December 09, 2017, 04:24:08 PM
Dev Blog 80: Winter Progress Update
7 DECEMBER   - NVYVE STUDIOS

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25175616/ebd7dd6d435b4dd9aa5b57fa4936735d16dfa3d1.jpg)

Happy thursday! We wanted to share a quick progress update, as it's been awhile since we posted.

The reason it's been a awhile is that we've been wrestling with some Unity engine bugs. To make a long story short, we had to upgrade to the newest version of Unity (2017.2) to fix a crippling bug, but unfortunately this version introduced a new crippling bug with the lighting engine (we are literally unable to build a copy of the game with lighting, currently). Over the past couple weeks we've been working closely with Unity trying to narrow in on the issue and help them get it resolved ASAP.

We're pretty bummed about this roadblock because otherwise, we've got a huge update just about ready to launch. There's Nirvana, level streaming, the major crafting overhaul we mentioned last post, and a whole ton of other fixes and improvements. This is going to be the most substantial content update since launch, and should also improve performance quite significantly across the board (and reduce load times!).

We're super eager to get this huge update out, and are doing everything in our power to assist Unity with getting this underlying engine bug fixed. Thanks for your patience and understanding, we promise it'll be worth the wait.

p.s. - We also meant to share some screenshots of Nirvana by now; this bug we're encountering is unfortunately breaking lighting completely, so any images we'd share would look totally flat and lackluster compared to how it will actually look when shipped. Trust us, we're just as upset as you guys that we haven't been able to share a proper screenshot or two by now!
Title: Re: P.A.M.E.L.A.
Post by: budd on December 09, 2017, 06:16:45 PM
when released this will probably be the update that gets me back into the game, looks huge. i have been pretty much wargaming lately.
Title: Re: P.A.M.E.L.A.
Post by: Asid on January 30, 2018, 05:43:38 PM
Dev Blog #82: Unity Bug Status Update
29 JANUARY   - NVYVE STUDIOS

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25175616/5986ff37dcf7fdf1b3394a4e1a8b97b0cce45f54.jpg)

Hi everyone, we wanted to give you all a quick update on what we've been up to since our last blog post.

We've been in continuous contact with Unity's bugfixing engineers for over a month now, and it seems like they're narrowing in on the issue that's been blocking this update (an issue related to loading lighting data; it's affecting both Nirvana and the level streaming we've been working on for some time now).

Since we don't have an exact ETA on when this issue will be fixed, we are attempting a workaround fix that would allow us to push out the new Nirvana area, our crafting system update, and a whole ton of bugfixes and polish we've been working on these past months. The only thing that wouldn't be present is level streaming (meaning that the game would be loaded bit by bit as you play, making for better performance and much quicker load times compared to how it currently works).

This workaround is still in the testing phase, but we're crossing our fingers it will do the trick so that you guys can jump into some new content while we wait for the Unity Engine bug to be resolved.

Alongside all of this, we've also got a new weapon in the works that we're pretty excited about! We'll share a preview when it's closer to completion.

At the risk of sounding like a broken record, thank you all so much for your patience and understanding. We're working very closely with Unity on this and are doing our very best to get these issues resolved/worked around as quickly as possible.
Title: Re: P.A.M.E.L.A.
Post by: Asid on February 28, 2018, 02:56:53 PM
Dev Blog #83: Update Coming Very Soon
27 FEBRUARY   - NVYVE STUDIOS

Hello all, we've got a short but sweet news update for you today; we're smoothing out some final details, and once that's done, we'll be pushing a huge update including Nirvana, new crafting mechanics, and much, much more! This is the largest single update to the game since we launched into Early Access and we're super excited about finally getting it out to you (thanks for patiently waiting while we dealt with some Unity Engine related hurdles!).

For those of you familiar, we are still battling with a Unity Engine bug which is preventing us from releasing our level streaming update, which will massively reduce load times and should improve performance as well. We were able to devise a workaround which will enable us to push out the Nirvana update, but for the moment we are still stuck with regards to streaming. We'll keep you guys updated as that progresses.

Please note that this update will wipe saves, due to the sheer amount of additions and fixes across the board. We're sorry, but promise it will be worth it!

Keep your eyes peeled for the update later this week. We'll post the full changelog when that goes live.

Till next time!
Title: Re: P.A.M.E.L.A.
Post by: Asid on February 28, 2018, 10:36:01 PM
Update: PAMELA v0.3.0.1 is Live – MASSIVE Update: New District, Crafting Overhaul, and a mountain of fixes
P.A.M.E.L.A.ฎ - NVYVE Studios

<Please note! This update will cause existing world save files to be deleted due to massive additions and changes!>

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25175616/48dec813891abc40924bccc2e1a060825df477f0.jpg)

Hello everyone! As promised, we've got a huge update ready for you to dive into. We were able to successfully implement a workaround to the Unity bug we've been struggling with (thanks to James from the NVYVE Team!) which means we're able to put 90% of the features that we've been working on live.

The largest addition is Nirvana, a massive new District located beneath the surface of Eden. You can access this huge new area by accessing an entrance in the Oasis courtyard, opposite from Arcadia. Let us know what you think of this new area - it is by far the largest environmental addition to the game since launch! Here are some tasty screenshots to take a look at before you jump in:

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25175616/08ddf6b3f15b05ed008616c4668f489fdec93d07.jpg)

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25175616/0227674b9e5bbb84dfff85a3e4f2fae6b37e564d.jpg)

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25175616/0165efdac6872f79569e02ae34405a597ed2be24.jpg)

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25175616/0e44cfaf9e568eb351ef3b58acbb1c4159160e1f.jpg)

We also launched a huge crafting system update! Instead of reiterating all of it here, I'll link to this blog post we wrote previously that sums up the changes nicely: http://steamcommunity.com/games/427880/announcements/detail/1468600276419638783

This is a pretty massive overhaul which is intended to make the crafting experience more streamlined, and involve less memorizing of components. One big change is the removal of harvesting. We debated quite a bit internally about this, and along with your feedback on our last post, we decided that it was ultimately the right option.

Harvesting, while fun in short bursts here and there, was not really an interesting activity to do long term. Along with the streamlining, we've made crafting more loot based, in which you need to find components from the environment and enemy bodies. The goal is that this will be a more natural and engaging way of collecting components . Please give us feedback on these changes as we want to make sure the balance is just right!

Aside from those 2 main points, we've fixed an absolute TON of bugs, and implemented a ton of improvements as well. As always, find the full list below.

So, the only thing that's NOT in this update that we were planning on, is level streaming. We've been hyping this up for some time now, and are unfortunately still in the process of resolving a Unity Engine bug with Unity's bugfixing team. Luckily we were able to implement a workaround to let us push the rest of this update, but for now we're still unable to release the level streaming functionality. When this does do live, you'll see a big loading time improvement, as well as performance improvements during gameplay. We've super excited about it still, and will keep you guys updated as to how things are progressing on that front.

Phew, that was a big one. We've got lots more in store coming soon to look out for (a new weapon, PAMELA abilities, level streaming, and eventually more story content, enemies, and area to explore). Thank you all so much for bearing with us these last couple months while we've been pushing to get this update out. We'll be aiming to get back into a more regular update cycle, especially once we smooth things over with Unity.

Enjoy!

Features
•   New District: Nirvana! It can be accessed via an elevator at the far end of the Oasis courtyard, opposite from Arcadia. Have fun exploring this huge new area!
•   Massive Crafting system overhaul; see this post for full details, there are a ton of changes: http://steamcommunity.com/games/427880/announcements/detail/1468600276419638783
•   Added craftable Canteens
•   Added craftable Ion Cores
•   Added character sliding on steep ledges to prevent player reaching undesireable areas

Balance/Improvements
•   The Map Menu now shows POI icons for kiosks, locked doors, Power Stations, Power Switches, and more
•   Shield Pylon walls now flash red to indicate when they are taking damage
•   Improved positioning on pop up icons when looking at items in the world, for increased legibility, as well as smoothed out their on/off transitions
•   Sleep menu now fades on and off more nicely
•   Added Guaranteed items to each type of Kiosk so that player does not rely completely on RNG for items like Power Cells, etc.
•   Improved flashiness of spending a point in the Genome Point upgrading menu
•   Improved melee weapons' hitboxes for more reliable hit dectection
•   Improved melee weapons' camera shake
•   Added controller button for Pickup All in containers
•   Controller vibration can now be disabled
•   Added ability to revert to default settings in control menu using controller
•   Added callouts for LB / RB on controller in Inventory menu to switch tabs
•   Added radius display when in deploy mode for Power Transmitters to get a better idea of their build radius before placement

Fixes
•   Stalker's pathfinding has been improved to react better around buildables
•   Fixed bug with Vanishing Shield not properly making player invisible to NPCs
•   Fixed rare input bug that could occur in the tutorial menu
•   Added invisible colliders to prevent player from falling into certain undesirable areas
•   Fixed weapons not always deactivating properly when switching from fore to dorsal attachment slot
•   Fixed some typos on Power Stations
•   Fixed bug with Cyanotubes in which they sometimes spawned in as repaired rather than destroyed
•   Fixed some typos on elevator UI
•   Removed unused radial menu for NPCs
•   Fixed bug in which if the player died during looting something, the overlay would never disappear and not allow any further interaction with the game
•   Fixed a bug with dying while inventory is open
•   Discharge PAMELA Ability upgrades now properly upgrade the force and radius of the attack
•   Guidance PAMELA Ability upgrades now properly upgrade the strength of the light
•   Enhance PAMELA Ability upgrades now properly upgrade the damage of the ability
•   Fixed bug with shield idle not playing properly
•   Fixed bug in which hands would not properly lower after combat
•   Fixed obscure bug with opening IVG quickly while looking at an item breaking it
•   Added camera bob to Warden's first
•   Fixed bug with Butcher's Blade that hit enemies multiple times with one swing
•   PAMELA Abilities now correctly use up District power when used
•   PAMELA Abilities are now correctly unavailable in "No Power" mode; make sure to stay at least in Emergency Mode to be able to use abilities!
•   Status menu now correctly updates with game time
•   PAMELA Abilities can now be used while running
•   Fixed bug in which opening and closing radial menu quickly can block primary attack input
•   Fixed a delay in melee weapon attack input
•   PAMELA Abilities now display a flytext notification when they come off cooldown
•   Weapon sounds now correctly follow player to sound more accuracte when used
•   Arc Welder alternate fire SFX now properly despawn
•   Tutorial popups now work correctly with controller
•   Fixed instances of player cursor appearing when it is not supposed to
•   Fixed certain buttons not being available in certain menus even though they are not being overriden by that menu (for example, you can now turn on/off the flashlight with the IVG open)
•   Fixed some movement inconsistencies between keyboard and controller
•   FIxed inventory text to properly display contoller controls
•   Tweaked cryo bay brightness
•   Thumbsticks now correctly allow menu navigation in all relevant menus
•   Fixed bug with player corpse menu sticking on screen if inventory is opened with "I" key while menu is already open
•   Smoothed out icon transition between inventory and crafting menus
•   Fixed bug with pausing while sleeping
•   Fixed loading issue with pylons not connecting to walls properly
•   Fixed bug with game displaying incorrect version number in main menu
•   Fixed bug where switching aim more from free aim to fixed during gameplay would break aiming until game is reloaded
•   Fixed containers missing their colliders
•   Fixed one of the Garrison cryo bars not properly unlocking Garrison spawn bay
•   Promenade district is now visible from slightly further away to reduce visual inconsistencies
•   Fixed blood on screen effect not showing up properly when game is reloaded
•   Fixed many misc issues with doors locking and unlocking
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 07, 2018, 06:45:58 PM
1 Year Anniversary Sale
5 MARCH   - NVYVE STUDIOS

To celebrate our 1 year anniversary on Steam, and our huge Nirvana update, P.A.M.E.L.A. will be available 25% off all week!

We've got a lot more in store as we head into summer, including new weapons, abilities, enemies, and story content. This is a great time to jump in if you haven't already.

Thank you so much to those of you who've supported us throughout this first year, and welcome to those of you who are just getting into the game! Your support and feedback mean the world to us and help us to shape PAMELA into the best game it can be.

We'll be sharing some plans and milestones for the next few months soon, so keep your eyes out for that, and have fun!
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 16, 2018, 05:12:28 PM
Dev Blog #84: Update on Optimization & Unity Bug
14 MARCH   - NVYVE STUDIOS

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25175616/0e44cfaf9e568eb351ef3b58acbb1c4159160e1f.jpg)

Hi all, we wanted to post a quick update so we're not keeping you in the dark on our progress. Unfortunately there's not a TON to say on the level streaming front, but nonetheless, here's the latest:

We're still in a bit of a holding pattern regarding the level streaming update we've been discussing for some months now (for those of you who are unfamiliar with this - we've been held up by some Unity Engine bugs blocking our progress in this regard). In positive news, we're lining up a call with some folks at Unity soon, to drill further into this and get an idea when we can expect a fix.

One reason we specifically wanted to touch base about our progress on this issue, is that with this recent update, we've added a lot of content to the game. Which is great! Except when it causes the game to load a bit slower, run a bit slower, and (on min spec machines) potentially even crash a bit more often. Initially we were planning on launching level streaming alongside Nirvana, knowing that with the content increase, we needed to do some optimization work to maintain ideal performance.

We made the call to push out Nirvana without streaming, as holding it back further would have meant an undetermined amount of further delay which we did not want to put you guys through. All this being said, we're aware that some of you are experiencing more issues with performance than average, and we're sorry about that.

Getting this level streaming functionality up and running with the Unity team is an extremely high priority for us, and rest assured we'll keep you guys up to date whenever we make any headway on it.

On a positive note, we do have some new content in the pipeline (a weapon and some new abilities!) that we're pretty excited about. We'll share more about that as soon as we're able.

Until next time, have fun!
Title: Re: P.A.M.E.L.A.
Post by: Asid on March 29, 2018, 11:10:58 PM
Update: PAMELA v0.3.1.1 is Live – New Weapon, Abilities, and Fixes!
P.A.M.E.L.A.ฎ - NVYVE Studios

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/08ddf6b3f15b05ed008616c4668f489fdec93d07.jpg)

Happy thursday! We've got a new update live and ready to go, just in time for the long weekend!

The main highlights of this update are definitely the new weapon (Kinetic Mortar), and the 6 new PAMELA Abilities that have been added! The Kinetic Mortar offers both crowd control and some pretty nasty burning damage - hope you guys have fun with it. The new Abilities include several new passives, which grant you nice buffs to slots some points into, as well as 2 new active abilities to play with. Let us know what you think about this new content in the forums!

We've laid out some internal roadmaps for this spring/summer, with a 2-week update schedule. Each update will include some new content, bugfixes, and polish. We've got a larger "Story Update" that we have planned for later in the summer, which we'll talk more about as we get closer to that timeframe. Until then we'll be keeping up a steady stream on improvements and content for you guys to enjoy!

Last but not least, we spoke again with a few members of the Unity team last week. They took some time out of their GDC schedule to dig into this issue with us which was pretty awesome of them to do. It sounds like we're getting closer to resolving this lighting issue we've been discussing for some time now; still no exact ETA, but as soon as they share that info with us we will let you know (and get out this level streaming update, finally!).

Hope you all have a great weekend and have a chance to try out the new goodies! As always, let us know your feedback so we can make sure the balancing on the new weapon and abilities is just right.

Features
•   New Weapon: Kinetic Mortar - With a powerful knockback and burning alternate fire, this weapon adds a great deal of utility to your arsenal!
•   New Ability: Flash - emit a blinding flash, momentarily blinding all NPCs in vicinity
•   New Ability: Drain - convert an amount of energy reserves into health
•   New Passive Ability: Brevity - reduces cooldown of all Abilities
•   New Passive Ability: Unyielding - increases the duration of Defensive Abilities
•   New Passive Ability: Tenacity - increases the duration of Offensive Abilities
•   New Passive Ability: Conservation - reduces the amount of Power in a district required to use Abilities

Fixes
•   Crafting components are no longer free in kiosks
•   Fixed certain logic hacking puzzles being unusable
•   Fixed geometry dissappearing strangely in a few areas in the Promenade and Nirvana
•   Turrets can now be correctly upgraded
•   Fixed several pop-in issues in Nirvana
•   Added collision meshes to several areas that were missing in Arcadia

Title: Re: P.A.M.E.L.A.
Post by: Asid on April 04, 2018, 04:34:57 PM
Hotfix: PAMELA v0.3.1.2 is Live!
4 APRIL - NVYVE STUDIOS

Happy Wednesday! We've got a quick hotfix update ready in between our major updates. This fixes a few behind the scenes errors which could be causing slowdowns (or even crashes) in certain circumstances.

The Kinetic Mortar has had its visual effects improved a bit as well! We're looking into balancing it further, such as making the flame effect a bit longer ranged, set enemies on fire more frequently, etc. based on some of your feedback. Keep it coming!

We're aiming to have the next update out later next week so stay tuned for that, and have fun!

Balance/Improvements
•   Improved visual effects on Kinetic Mortar

Fixes
•   Logic hacking tutorial now triggers properly
•   Doors are no longer permanentaly stuck open when an enemy dies within it
•   Fixed an error spam and all Shield Doors and Shield Pylon +/++
•   Fixed error on death when Impact Catalyst is equipped
•   Fixed error on Observer searching for (and not finding) player
•   Fixed bug in map menu which could cause it to not show correctly when openned and closed repeatedly

Title: Re: P.A.M.E.L.A.
Post by: Asid on April 11, 2018, 05:41:05 PM
Update: PAMELA v0.3.1.3 is Live!
P.A.M.E.L.A.ฎ - NVYVE Studios

Happy Wednesday! We've got another update ready, including several new Abilities and a bunch of bug fixes.

We've got some pretty exciting new Abilities rolling out this week - both Disappear and Frenzy have great utility in tough situations, while Adaptability and Exploitation grant useful passive bonues across the board. Check out the list below for the details on what exactly each ability does.

Let us know your feedback on the new content, as always, and have fun!

Features
•   Disappear - Become invisible for several seconds, removing enemy aggro for the duration
•   Adaptability - Gain the ability to use certain abilities in zones without power
•   Frenzy - Fire an AOE blast that causes all enemies to enrage for several seconds
•   Exploitation - Abilities are more effective in full power zones

Fixes
•   Fixed an error occasionally caused when breaking player bones
•   Fixed several audio sources not respecting audio volume settings
•   Fixed several bugs relating to enemies not respecting player cloaking abilities
•   Fixed several incorrectly scaled props in the Promenade district
•   Properly Blocked off unfinished Youth Academy area

Title: Re: P.A.M.E.L.A.
Post by: Asid on April 26, 2018, 12:00:57 AM
Update: PAMELA v0.3.2.1 is Live!
25 April - NVYVE Studios

Ready to try out some new Abilities and a shiny new weapon? We sure hope so, because we've got some new toys ready for you this week!

The headline of this update is definitely the Surgical Laser weapon; with a constant beam of energy (with burning effects) as the primary, and a powerful charge-up blast for the secondary, it's a powerful new addition to your arsenal!

We've also added 2 more Abilities, which happen to be the top-tier Abilities to the existing skill tree. Flurry provides a significant damage and attack speed boost on demand, and Conversion allows your to convert an enemy to your side and turn on their allies! Both very powerful abilities which we hope you have fun with.

As usual we've got a host of bug fixes alongside the new content; find more details on those below. Have fun, and let us know your feedback in the discussions!

Features
•   New Weapon: Surgical Laser - A repurposed Ark Medical device that can burn and blast enemies with powerful laser beams
•   New Ability: Flurry - Provides a short term attack speed and damage boost
•   New Ability: Conversion - Convert an enemy to fight alongside you for a short period of time

Balance/Improvements
•   Tweaked Arc Welder resonance build up for improved balance
•   Improve the Butcher's Blade alternate fire visuals

Fixes
•   Can now correctly open AARM and Crafting menus when in Build Mode
•   Fixed several issues with hyproponics crops not being replaced when attempting to swap crops
•   Enemies now correctly register when they enter/exit doors and kiosks
•   Cyano Reprocessor now correctly charges when asleep
•   Kiosk restock times now correctly recharge
•   Fixed several instances of Hyproponics and Water Condensor not recognizing input
•   Fixed repair icons clearing incorrectly on +/++ items
Title: Re: P.A.M.E.L.A.
Post by: Asid on May 10, 2018, 04:41:54 PM
Update: PAMELA v0.3.3.1 is Live!
P.A.M.E.L.A.ฎ - NVYVE Studios

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/0165efdac6872f79569e02ae34405a597ed2be24.jpg)

Happy Wednesday, we've got a meaty update ready for you this week!

First on the docket is a new area, Nascent Robotics! Access this new area through the north side of the Oasis courtyard, and track down several new Echo Logs, if you can make it through the cramped hallways of this robotics lab unscathed.

Next up is an absolute TON of balance tweaks. Find the full list below, but the highlights are improved resonance behaviors, damage buffs on a few weapons, and improved enemy visibility logic (for more accurate sneaking!).

We also managed to optimize a critical script that was used on a ton of our UI in-game; without getting too technical, this ended up saving us a chunk of memory usage without sacrificing quality or save files. :)

There's a few more bugs and improvement beyond those as well; give it a full read down below! And, make sure to let us know what your thoughts are on the weapon balancing. Your feedback really does help shape these things into the best versions they can be.

Stay tuned for the next update! Among other things, we'll be looking into Stalker balancing, since we know this is something that's been commented on quite a bit. They're intended to be difficult, but perhaps are skewed a little TOO heavily in that direction is it currently stands!

Features
•   New Area - Nascent Robotics: Access this robotics lab through the Oasis Courtyard!

Balance/Improvements
•   Butcher Blade - small increase to base damage, multiplier no longer decreases when you lower your arm, damage multiplier is now +50% base damage per stack
•   Resonance now cools down MUCH faster
•   Resonance buildup on continuous fire weapons now builds up much more slowly
•   Weapon Charge abilities now pause resonance cooldown (so resonance does not lower while charging the next shot)
•   Burn effects damage has been increased
•   Subverser - slightly reduced resonance buildup
•   Subverser - Special Ability 2 now functions correctly
•   Subverser - Sleep dart now clears agro and last longer, and uses an improved sleep animation
•   NPC no longer rotate to face target while asleep
•   Improved cues for when Beacons are activated/deactivated
•   Added tab as a universal cancel for all in-game menus
•   Heavily optimized a behind-the scenes UI script, which should save several hundred MB of RAM usage!
•   Decreased Widow's eyesight
•   Decreased Degenarated Afflicted's eyesight
•   Improved NPC/Player detection when sneaking
•   Improved NPC taunting animations and sound cues

Fixes
•   Breaking right arm now correctly decreases melee damage as a debuff
•   Increased brightness of text on Arc Welder
•   Flashlight being on now correctly affects player's visibility (turn it off if you're trying to be sneaky!)

Title: Re: P.A.M.E.L.A.
Post by: Asid on May 24, 2018, 03:39:03 PM
Update: PAMELA v0.3.4.1 is Live!
24 May - NVYVE Studios

Happy Thursday! It's that time again - we've got another solid update live.

Stalker Balancing

Let's start with Stalkers. We've had nearly unanimous feedback that these guys were much too difficult and didn't feel fun in most cases. They've recieved a lot of love these past few weeks, and now spawn much more intelligently based on a combination of factors. Your Genome Point level will now impact how many Stalkers spawn, to the point where in the first few levels they will not spawn at all. They also do less damage, spawn a bit further away from the player, and more... check out the changelog below for the full details.

Game Mode Customization

The next most exciting point this week is new Game Mode customization settings. These allow you to tailer your experience beyond the Permadeath/Non-Permadeath settings we previously implemented. This goes both ways - you can toggle some hardcore settings (like Seekers always being hostile, or no ranged weapons spawning) to other more sublte tweaks, like decreasing the rate at which your Hunger depletes.

Optimization

On the optimization front, we've done a pass through over 1000 textures, reducing the size of the game files on disk by rough 1GB6 with little to no impact on in-game quality. This should reduce memory usage while in game, as well as smoothing out certain types of in game loading and performance. We're still waiting to get confirmation of the Level Streaming bug being fixed on Unity's end, but rest assured that is still very much in the works.

And More!

There's a few more bugs and tweaks in there as well, if you care to read the full log below! We'd love to hear your feedback on all of this, especially the Stalker balancing and Game Mode customization. It would also be cool to hear whether or not you're seeing load time or performance improvements from the optimizations we've done.

As always, let us know your thoughts in the comments and forums!

Features
•   Game Mode Customization - added various toggles and scaling modes, which can be selected when starting a New Game. Some settings can drastically increase difficulty, while other can make the game less punishing, such as decreasing Hunger and Thirst decrease rate:
o   Always Wanted - Seekers are always aggressive and attack on sight
o   Melee Only - Only melee weapons can be found or crafted
o   Wounded Effect - Move more slowly when health is low
o   Scaling - Enemy Damage
o   Scaling - Enemy Toughness (enemy knockback chance)
o   Scaling - Hunger and Thirst decrease rate
•   Added a light sensor to the AARM, making it easier to determine the light level in an area without placing down a Solar Charger or Hypdroponics

Balance/Improvements
•   Optimized Texture Settings across over a thousand textures; size of build on disk has been reduced significantly, and memory usage should be lower and somewhat more stable during gameplay
•   Optimized several scripts, which should save some memory
•   Huge Balance pass on Stalkers:
o   Increased Cloaked sound effect volume
o   Increased spawn distance from player by 10m
o   Reduced damage from 40 to 20
o   Added an alarm that plays before Stalkers begin spawning
o   Reduced max Stalkers spawned at any given time to 3
o   Stalkers to spawn per night will only increase by 1 if all Stalkers in the current light have been killed
o   "Respawn" Deaths (in permadeath, with no cryo core) now reset the Stalker count to 0 (previously the count continued to increase even after death)
o   "Continue" Deaths (non permadeath, or permadeath w/ cryo core active) - Disables stalkers for the remainder of the current night, cuts number of stalkers to spawn for the next night in half (also rounded down)
o   Max stalkers per night is now capped by the players Genome Point level (spent, not earned) divided by 3.5 rounded down. This means that the few first levels NO stalkers will spawn, then gradually increase every few GP levels until reaching an absolute max of 20 stalkers @ GP 70

Fixes
•   Seekers no longer bleed when hit
•   Fixed Solar Charger missing its description
•   Fixed Solar Charger + and ++ version not providing increased charging rates
•   PAMELA vocals now correctly respect Audio Volume settings
•   Fixed a bug where loading a game would respawn all Stalkers for the night regardless how many were killed previously
•   Fixed a bug where sleeping/loading a game after midnight would not trigger Stalker spawns that night

Title: Re: P.A.M.E.L.A.
Post by: Asid on June 07, 2018, 11:46:53 AM
Letter to the Community
2 June - NVYVE Studios   


Hi all, we’ve responded here and there in the comments section about this, but in the interest of having it all in one place, here’s a bit more explanation behind our announcement of HYPERGUN last month. Hopefully this will address some concerns, and give you a clearer idea of how we’re making decisions behind the scenes.

To those of you expressing concern about having PAMELA and HYPERGUN in parallel development: we hear you, and we completely understand the sentiment. Your support, in many cases from day one of release, means the world to us, and the passion you have for what we’ve been building since then is truly humbling. It's tough to succinctly explain the development process this past year since launch; there's been a lot of ups, as well as some big downs and hurdles which we didn't see coming in some cases. Part of that is because PAMELA is our first game as a studio, though of course that's not an excuse for anything - just background.

The decision to start on HYPERGUN in parallel with PAMELA is definitely not one motivated by greed or desire to burn the community here, in fact quite the opposite. We've been struggling with some significant barriers on the technical side of things (see our posts about a Unity bug, which has been blocking a new level streaming feature that will enable us to improve load times, performance, and reduce crashing) that are at times out of our hands. Seeing (valid) complaints about these things as developers is really tough when we're not able to address them without external support, from Unity themselves in this case.

In light of this, knowing that the core issues causing a huge amount of the frustration in the community/reviews are out of our direct control in this case, we had to make a call on what to pursue during this time. Part of that has been regular updates to PAMELA in terms of adding new content, fixing bugs, and balancing/polish, and of course part of our time has been spent developing HYPERGUN (a much simpler title, in comparison). We felt as though rather than forging ahead on adding huge amounts of new content (and thus further worsening loading times and performance; more content = more stuff to load/render), it was the better decision to wait until we can fully smooth out the foundation to build upon without being hamstrung by technical woes.

Although, we haven’t just been waiting: aside from regular bug fix and content patches, we have been laying out some big plans for the Summer for PAMELA (internally, so far, but we will be sharing these plans in the near future once we're happy and confident in them). Suffice to say that what we're planning is a major overhaul of the game's structure and story, as well as adding new areas, NPCs, armor, and more throughout that period of time.

While we don't expect this to completely alleviate all of the concerns, hopefully it at least gives you all a bit more of an idea WHY we're doing what we're doing. There's no way we're walking away from PAMELA after the 3+ years of time, energy, and resources we've invested into it; you've got our word that we're finishing what we started. We’ve been doing our best to not just tell you this, but show you, keeping up with our bi-weekly schedule of updates. In the past we’ve had several “blackouts” while investigating multiplayer, and developing level streaming (which we were hoping to have launched back in December, were it not for the technical issues), and we’ve made a point since then to avoid keeping you in the dark like that again.

For those of you who’ve stuck with us since launch over a year ago, we hope that you’d agree that the game’s quality, content, and stability has been dramatically improved since then. We’re confident that if you come back 6 months from now, you’ll see some changes that excite you even more than everything we’ve done this past year.

Hope that sheds some light on the situationm and the future of both PAMELA and NVYVE Studios. Thank you so much for the support, feedback, patience, and at times blunt honesty that helps to shape PAMELA into the best game it can possibly be. It really does mean the world to us. Talk soon.
Title: Re: P.A.M.E.L.A.
Post by: Asid on June 08, 2018, 10:51:49 PM
Update: PAMELA v0.4.0.1 is Live: LEVEL STREAMING and Physics Optimizations!
P.A.M.E.L.A.ฎ - NVYVE Studios

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/0a62686433c361d85f8b44a60eae95d0ce8ff31e.jpg)

<Known Issue: The build of PAMELA was created with a custom version of Unity, meaning that on certain computers Windows SmartScreen flags the application as "Unknown". This is completely safe to disregard - once the fix is ported to a production version of Unity this will no longer be an issue.>

The day has finally come - the Unity bug blocking level streaming has been resolved! We recieved a surprise custom build of the engine on tuesday, at which point we immediately dropped everything else we were doing to jump on it and verify the fix.

Level Streaming - How it Currently Works

After a lot of testing and investigation these last 2 days, we feel confident that it's stable and ready for you all to jump in! One clarification on how the system works: during loading, it still counts up through "Loading Area: Arcadia, Origin Station, etc." as the bar fills up. This is because some base geometry is still loaded for all areas; we're planning on setting these up to be streamed as well, which should now be possible in the latest version of Unity and will further improve loading. All that being said, ALL of the props and dynamic objects in the game are now streaming, so you should no longer see a massive freeze at the end of loading like you did before!

Feedback, and Next Steps

We haven't done a ton of benchmarking before/after integrating streaming, since we've been focusing mainly of getting this ready for you guys, so it would be awesome to hear your experience in terms of load time improvements, performance, crashing, etc.! All of our testing in prototype scenes pointed to some significant improvements so we're hoping that translates to you all having a much smoother experience from now on.

As noted above, we have one last level streaming optimization that we'll be looking at in the near future which was previously impossible due to the Unity issue. This would even further reduce loading time and improve performance, at which point we'll be moving fully onto some huge new content and story updates. We're planning on having a proper roadmap ready to share in the next few weeks from now, so stay tuned for that!
Physics Optimizations

Aside from level streaming, we recently identified some physics optimizations in our Player hierarchy and certain props, which reduces a solid chunk of our physics overhead. This optimization is also included in today's update.
Power System Tweaks

Last but not least, we squeezed in some Power System tweaks. Find the full details below - the main goal is to make the system more rewarding, providing better benefits if you make the effot to fully repair a District!

Let us know how this update works for you in the comments. Thank you again for the patience all these months while we've been waiting on this fix - we're beyond thrilled it's finally been resolved so you can all dive in!

Features
•   Level Streaming of Props and Dynamic Objects - Hundreds of thousands of objects are no longer being loaded up from, and are instead loaded in/out as needed during gameplay. This means faster loading times, improved performance, and for some of you, we are hoping it should reduce crashing.

Balance/Improvements
•   Physics Hierarchy Optimization - For those of you familiar with Unity lingo, we've cleaned up a lot of unnecesary rigidbodies on player objects, as well as certain props throughout the world. We also did a pass on simplifying collision meshes for various props. Together, these fixes should reduce overall physics cost by a significant margin.
•   Reduced Bleeding effect duration and damage by 50%
•   District Power Tweaks
o   Full Power is no longer available unless 1 Cyanotube has been repaired
o   Repaired Cyanotubes now decrease District power consumption by up to 100% if all are repaired in an District
o   Full Power now reverts to Emergency Mode if District energy falls below 10% while power is active
o   Improved respawn logic for Cyanotubes and Battery Backups
o   Power Stations now show Cyanotubes repaired in their corresponding district
o   Fixed some naming issues on Power Stations and Power Switches

Fixes
•   Added a missing collider to some walls in Arcadia

Title: Re: P.A.M.E.L.A.
Post by: Asid on June 20, 2018, 10:22:47 PM
Update: PAMELA v0.4.0.3 is Live: Item Spawning Fixes GDPR Compliance
P.A.M.E.L.A.ฎ - Mirus

Hey everyone! We've got another update ready for you today that fixes a few remainings issues that were introduced with our recent Level Streaming update. We've also added a new option so you can manage your Data Privacy in accordance to the new GDPR, this can be found in the main menu settings.

When we added level streaming, the way items were spawning in was causing some items to fall through furniture or get stuck inside colliders and were inaccessible. Every item spawn point was combed through and adjusted so this shouldn't be a problem anymore!

There was a few other bugs that have been fixed as well, such as Nirvana not being able to be put into Full Power, and some issues with XP and Genome Points not being given correctly or at all.

As always, read the full changelog below!

Features
•   Added new settings option to comply with GDPR. (Main Menu Only)

Balance/Improvements
•   Removed some bad NPC spawn points.
•   Moved the positions of item spawn points that were affected by new item loading and collider updates.

Fixes
•   Items will no longer fall through furniture and props, a regression from when level streaming was introduced.
•   Nirvana now is able to go to full power.
•   Fixed a bug where players weren't being given XP upon death.
•   Fixed an issue where players weren't being given the XP bonus in permadeath game mode.

Title: Re: P.A.M.E.L.A.
Post by: Asid on June 25, 2018, 10:54:45 PM
Visual Roadmap, and 40% Discount During Summer Sale!
P.A.M.E.L.A.ฎ - NVYVE Studios

Happy thursday, and happy Summer Sale!

For those of you who've been on the fence about pickup up PAMELA, there's never been a better time than today! After working like mad this past year on stabilizing, improving, and expanding the content of the game, we're very excited to be offering this discount over the next few weeks.

Also, probably more excitingly for many of you, we've finally settled on our roadmap for the rest of the year, leading up to a PAMELA V1.0 release! We've laid it all nicely out in this handy image - everyone loves pictures, right?

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/720cf5cdf87b5837c2dd1f5107366ad67fb513d9.jpg)

It is fairly self explanatory, but here's some more explanation for those interested:

Summer - Systems Update, versions 0.6-0.8

Before moving into our big content push for version 0.9 and 1.0, we feel the best decision is to make sure that what is currently there, is fully polished and performs as well as possible. To this end, we'll be implementing a more fleshed out version of level streaming (that was previously impossible, due to the bug Unity recently fixed), improving enemy AI and combat behaviors (a much requested topic!), adding ranged enemies, and adding the ability to level up your Genome Points in-game, without having to die.

Alongside these bigger topics will be a good amount of bug fixing as things pop up, but those will definitely the highlights!

Later Summer - Geist Update, version 0.9

The Geist update is something we've been eager to push towards for some time. Without spoiling too much, this update will enable exploration of the nanite-infested area in the Oasis courtyard, along with updating other areas throughout the world and adding several new enemies to contend with. It will also introduce some new mechanics and threats throughout the world which we think will be pretty exciting!

Fall - Story Update, version 1.0

Last, but absolutely not least, is the long awaited, much requested Story Update. The reason we've left this last is that we feel that to do it justice, it really depends on all of the aforementioned work to shine. Again, without spoiling too much: you'll finally be able to work with PAMELA in her attempts to regain control of Eden, providing new objectives and a more cohesive direction to the gameplay. For those of you who aren't as interested in the story, you'll more or less still be able to play in the same fashion you've been playing thus far (sandbox survival), but we do hope that you give the new content a look once it drops as it's going to be a pretty big overhaul!

We'll also be localizing to various languages, adding Steam Achievements, and Trading Cards!

We hope that this is exciting news for all of you - we're certainly eager to get this all done! We've intentionally left out exact dates for these updates; it's tough to plan with exact certainty, as much as we'd like to promise the exact day that content will drop. Think of this more as a guide of our priorities going forward, and roughly when to expect things.

We'll be continuing to keep you all informed as to our progress as usual, and will be rolling out most of this in bi-weekly updates (except for the larger content updates and Story, as those are more all-or-nothing type updates).

Have fun!
Title: Re: P.A.M.E.L.A.
Post by: Asid on June 25, 2018, 10:55:32 PM
Patch: PAMELA V0.4.0.4 is live - Saving Fixes
P.A.M.E.L.A.ฎ - NVYVE Studios

Happy Monday! We've got a hotfix ready for you today with a few tweaks that may resolve some rare instances of saving/loading breaking.

Not much else to say than that - give the update a try if you were experiencing issues in those areas!

Fixes
•   Fixed a potential save/load timing issue that could caue saves to become corrupt
•   Tightened up corrupted save check, there were a couple of errors that were failing too gracefully to be caught
•   Added a couple of analytics events so we can see when/if the error still happens or if this fix is catching it (or both, but lets hope for the best)

Title: Re: P.A.M.E.L.A.
Post by: Asid on July 24, 2018, 11:44:23 AM
Dev Blog #85: Status Update
18 July - NVYVE Studios   

Happy Wednesday! We've been a bit quiet lately as we've been investigating some major optimizations, as well as rounding up feedback from the influx of players from the Summer Sale.

One thing is clear - we've still got some work to do on the optimization front, which was outlined in the roadmap we posted a few weeks back. Here's that again, in case you missed it:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/720cf5cdf87b5837c2dd1f5107366ad67fb513d9.jpg)

This is going to be a bit wordy and a touch technical - follow along if you're interested in the juicy details!

After our Level Streaming part 1 update, we heard a lot of positive feedback that performance had been improved, but many of you were still not getting a smooth gameplay experience.

We're currently working on 2 new features: Level Streaming part 2, and Texture Streaming (which is a built-in feature of Unity 2018.2)

Level Streaming Part 2

When we say "Level Streaming", that essentially refers to loading chunks of the game world in-and-out as needed, rather than loading in the entire game world in one massive chunk at the beginning. This has 2 implications - streaming the game improves load times dramatically, and also reduces the amount of memory, CPU, and sometimes even GPU being used during gameplay.

The "Part 1" of level streaming that we integrated recently was limited to props, such as chairs, tables, chests, etc. due to technical limitations on the Unity Engine side at the time. With the fixes that they've implemented over the last few months, we're now able to proceed with "full" level streaming, meaning we can load and unload level geometry (and lighting data!) in real time during gameplay.

There are a couple technical hurdles we still need to clear in order to get this shipping to you guys, but we're digging into it with the Unity folks and are seeing some promising results in testing so far. Level geo and lighting data takes up a great deal of RAM and CPU power, so reducing the amount of this stuff being loaded will yield tasty gains. Stay tuned for more updates on this.

Texture Streaming (AKA Updating Unity 2018.2)

The other main optimization point we're looking at integrating in the near future is Texture Streaming. Unreal games have been using this feature for years; you may be familiar with the infamous texture pop-in that sometimes happens when using this technique.

Well, the kind folks over at Unity have recently implemented this into the core of the engine with their recent 2018.2 release. We're SUPER excited about integrating this into PAMELA, since we've got a huge amount of textures in game between all the characters, items, and environment we've crammed in there.

The biggest challenge here is updating the game to Unity 2018.2. Those of you familiar with game development will know that updating engine versions is one of those things that can really make you sweat... with good reason!

Since we're also developing HYPERGUN and it's not live yet, we've been keeping that game running on the latest and greatest (and riskiest!) Unity version, including recently updating to 2018.2. This gives us a good test bed, if you will, for identifying potential hickups before making the significant plunge with PAMELA.

On that front, we've definitely encountered a few red flags. Bug reports have been submitted, work arounds are being investigated, and once we feel a bit more confident, we'll be testing this version with PAMELA. Our testing on HYPERGUN has shown that texture streaming does indeed work quite well, improving loading times and performance even on a smaller, simpler project. This bodes well for the future performance of PAMELA, and may save some of your GPUs in the near future!

So when's the next update coming?

Great question! Everything we've discussed above is somewhat in the R&D zone, in that we're testing and working with cutting-edge engine features that have yet to be extensively tested. If it all pans out, these 2 significant optimizations should yield some MAJOR performance improvements across the CPU, GPU, and RAM.

Unfortunately this is also taking a bit longer than we thought it would. Long term, it's definitely best to get these major structural changes done sooner than later, so that we've got a rock-solid foundation to build our Story Update upon later this year. Sadly this does mean in the short term we're stuck being a little sparse with the updates, whie we're getting this all taken care of.

Hope that sheds some light on what we've been up to, and where we're going. All in all we're super excited about what we've got in store this year, and want to thank you all for the great feedback and especially patience while we make sure to do this all properly!

Until then - have fun, and talk soon!
Title: Re: P.A.M.E.L.A.
Post by: Asid on September 21, 2018, 01:11:15 AM
Update: PAMELA 0.4.5.1 is Live: Live Leveling
20 September - Mirus

Hi everyone! Today we’ve got a nice update for you that should make a lot of players happy. Cryobays can now be used to spend Genome points gained from leveling up once they have been activated. In Permadeath mode a respawn must be available from that bay before points can be spent.

Experience required per level has been seriously reduced (It was ridiculous. Seriously, props to anyone who reached level 70).

Added new ways to gain experience points and adjusted existing rewards.
•   Crafting & Upgrading (depends on tier of item crafted)
•   Finding and activating undiscovered Echo Emitters
•   Hacking locked objects (based on difficulty)
•   Killing enemies (based on difficulty)
•   Unlocking Keycard (number pad) doors.
•   Repairing world Items (cryobays, cyano-tubes, battery backups)

Previously earned experience will be applied directly the first time you hit continue, and is now stored outside the world save for extra protection.

Current level, experience bar, and points available to spend have been added to the AARM menu. Gaining a new level will cause the AARM to beep and display an icon.

*There is no fly text for experience gains or leveling up but it can be added if it’s something that you feel strongly about. Let us know!

On top that large change, we’ve got a number of other additions, changes and tweaks! As always, read on below for the full list:

NPC Updates
•   New NPC “SW33-PR” adds a little flair to a futile job.
•   Wandering NPCs now take the hint if they can’t move in their intended direction.
•   Widows have had their attack range explained to them and no longer try to attack outside of it.
•   SEC-RT NPC will no longer pretend they are a Widow if they are hit from behind.
•   Some NPCs have decided that bald is beautiful.

Combat Updates
•   Dodging is now faster and farther.
•   Aiming transitions in more quickly.
•   Melee attacks have a longer range but have had their dash removed for light attacks.
•   Strong melee attacks can be held for a while.
•   Strong melee start trigger has been adjusted to be less likely to trigger when clicking quickly (looking at you, Stalkers).
•   Fixed an issue with inconsistent hit detection on the Surgical Laser.
•   Added recoil to Surgical Laser secondary attack.
•   Javelins projectiles travel faster and have had the spread reduced on their secondary fire.
•   Enemies no longer get knocked back when you block without a shield.

Misc Updates
•   Fixed a performance issue with the mini-map display.
•   Footstep sounds stop if you die while running.

Title: Re: P.A.M.E.L.A.
Post by: Asid on October 25, 2018, 05:56:10 PM
Dev Blog #87: October Update
P.A.M.E.L.A.ฎ - The Other Guy

That’s a pretty lame title isn’t it? …Is this thing on? …Oh …

Hey Everyone!

It’s been a while since we talked. I wanted to touch base with you and let you know what’s been going on recently.

Firstly, as some of you have probably noticed, our development roadmap is a little off. We had originally planned to have both the systems and Geist update out by around now with the Story Update coming later this year. That was… optimistic so I wanted to give an update on that:

The systems update is still trickling in. There are a couple of things we need Unity’s help in finalizing, but we’re getting there!

Then we have the Geist update. It’s going to add some new NPC’s and open up the area in western Oasis for exploration. It’s a pretty big addition and one I’m really looking forward to for reasons I don’t want to spoil just yet… We are aiming to have this for you some time in December.

Starting in 2019 we will be going all-in on the Story Update, major bug hunting, and localization as we move towards Pamela’s full release (more on all these things once we have something concrete to share)!

Ok, housekeeping over. What have we been up to recently?

Aside from our standard bug fixing we have been working on a few new things for the next patch:

We have rediscovered a number of extra NPC skins which have been added to the existing NPC randomization options.

NPC death animations have been removed and have been replaced with ragdoll physics when they die. NPCs will no longer be able to back through walls or plank at odd angles/places when they die. It is also incredibly satisfying to score a head shot with the Javelin or crank up the force on the Warden’s Fist.

--->>> I’m just going to leave this extra line here in the hopes that one of my coworkers will replace it with a .gif of sweet, sweet ragdoll physics.

Turrets can and will target Stalkers once they are visible and within range(!)

These things (ragdolls in particular) need a little bit longer to cook before they are ready but expect them sometime around the 23rd/24th.

Ok, that’s it for me. Have a good weekend everyone (no pressure), and thanks for stopping by!
Title: Re: P.A.M.E.L.A.
Post by: Asid on October 25, 2018, 05:56:22 PM
Update: PAMELA v0.4.5.6 is Live!
P.A.M.E.L.A.ฎ - The Other Guy

Hey Everyone!

This week’s update adds some much needed love to our poor NPCs. On top of our standard bug fixing Part 1 of our NPC update includes a much higher range of NPC diversity, new death ragdoll effects, and the (very) much requested ability for turrets to be able to target Stalkers.

Wait, you said Part 1? You haven’t said anything about a Part 2.

It’s a heck of a tease isn’t it? Feel free to speculate wildly if that’s a thing you’re prone to doing! In the meantime, here is a breakdown of what is in part 1…

Features
•   NPC Randomization - We have added new variants to the randomization pool of many NPCs and smoothed out the logic for a much more interesting (and creepy) population of Eden.
•   NPC Ragdoll on Death - NPC death animations were proving “problematic” with changes in elevation and world geometry. But thanks to the power of physics and joints NPCs will now bounce, crumple and fall in all sorts of weird and wonderful ways. If you want to push the higher limits, look for items that increase Force.

Balance/Improvements
•   Turrets are now able to target Stalkers once they are visible.
•   Sprint stamina costs have been reduced and speed has been increased.
•   Added sound effects for the medical station and augment station.
•   Added sound effects for Surgical Laser charge, activate and deactivate.
•   Lowered Observer threat level (so Afflicted won't stare at the blinking floating ball while you punch them in the back of the head).
•   Bumped up the running speed for Afflicted and Widow, as well as overall Reaper move speed.
•   Added a slight slowdown effect to player melee attacks when they connect to make them feel more impactful.

Fixes
•   Fixed an issue with our animation blending causing phantom hits when the NPC was clearly doing something else.
•   Added a collider that was missing from a wall in Garrison Armory.
•   Fixed an issue where the wounded effect and sound didn’t apply after continuing the game from main menu.

OK, that’s it for me for now, but I’ll be back soon.

Thanks everybody, and as always, let us know your thoughts in the comments and forums!

Title: Re: P.A.M.E.L.A.
Post by: Asid on November 09, 2018, 12:06:11 AM
Update: PAMELA v0.4.7.0 is Live! Ranged NPCs Combat Improvements
P.A.M.E.L.A.ฎ - Mirus

Hi everyone!

Today we have a pretty exciting update that includes a number of exciting improvements as well as a big new feature! We've added ranged weapons to both the Seekers as well as Stage 1 afflicted which should definitely change up combat quite a bit. We've also made the player motor feel more responsive and a little bit faster, especially when walking sideways and backwards. You will also notice that punching has been sped up significantly. All of this put together is a big improvement on combat, and you'll be seeing quite a bit more of this in the next update or two.

To give you a little taste of what's to come in the next update, we're currently tweaking weapons to be more common, spawn with random durability, random upgrade nodes already slotted as well as a larger difference between a non-upgraded and a fully upgraded weapon. We'll also be improving the new ranged NPCs, so please comment about any feedback you may have about them!

Other than all of that, there are some nice fixes which you can read about below!

Have a great weekend everyone and enjoy the update :)

Features
•   Added ranged weapons on Stage 1 Afflicted and the Seeker.

Balance/Improvements
•   Made punching faster and more responsive.
•   Made the player movement more responsive.
•   Changes were made how NPCs choose a new target, they shouldn't bounce back and forth between targets anymore.
•   Quick melee feels more consistent, your fists will stay raised.

Fixes
•   Fixed NPC gravity so that they no longer hover when coming down the stairs or falling off a ledge.
•   Fixed a bug where stomping could cause the player's fists to stay raised forever.
•   Removed a few NPC door triggers that shouldn't have been there in Arcadia.
•   Loot now clears off corpses correctly.

Title: Re: P.A.M.E.L.A.
Post by: Asid on December 13, 2018, 02:02:05 PM
Update 0.5.0.1 is Live - Geist Update
12 December - NVYVE Studios
 
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/1baffe21d11d5475113322d04c2a3ab046772486.jpg)

*This update will wipe saves due to the large nature of what's been added*

Hi everyone!

Today we are very excited to release our long-awaited Geist update. We've been working on this one for quite a while now and there's a lot to cover, so let's dive in!

New Area
We have a large new area what was previously unreachable, the contaminated nanite area on the other side of the red glowing fence in Oasis. You won't be able to get there right away without being injured, you'll have find some new items to craft the new Hazmat suit. The new area is full of never before seen dangers, low visibility and new challenges. This isn't for the feint of heart.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/3558f45b0c3987b544f2c605a6fe168902407b55.jpg)
 
New Enemies
There are two new enemies that you'll encounter, the Shade and the Revenant. Both were once human, but due to the extreme concentration of nanites in the area, are now only husks of their former selves. You'll have to figure out what their weaknesses are before engaging a group of these!

The Shade is the more common of the Geist creatures, keep your eyes and ears open as they fade from cloud form back to physical in the blink of an eye.

The Revenant is a powerful new flying creature that has control of the nanites around him. He can materialize Shades around him and cast destructive projectiles from a distance.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/ef759eb145cc3067adc38da4120a0a268fd2412a.jpg)

Contamination Spread
There's a new mechanic that's been added that will come in to play several game days into each play through. The nanite contamination is beginning to spread throughout Eden and you'll begin to find the Geist characters in new places other than just behind the red wall in Oasis. They might be worth exploring if you have your Hazmat suit handy.

NPC Combat
NPCs have been more more aggressive across the board and numerous tweaks have been made to help make combat feel more responsive, faster and fun.

And Much More
As always, check out the full list of changes below! We hope you love this update and we can't wait for your feedback on it. Have fun exploring the new areas and trying to master the new enemies and combat.

Features
•   New Geist area outside Oasis.
•   New Shade NPC.
•   New Revenentant NPC.
•   New Geist growths that spread throughout Eden.
•   Afflicted can now play dead.
•   You can now press the 'IVG' button (default 'R') to pick up all from a container.
•   New Blood FX and sounds.
•   New Hazmat suit armor.
•   Added death effect for Observer.

Balance/Improvements
•   Melee weapons are now more responsive.
•   Weapons are now more common.
•   Weapons have been made weaker by default.
•   Equipment now have randomized durability when spawned.
•   Upgrade core drop rate has been increased.
•   Equipemnt can now be found in the world with some upgrade nodes already in them, be sure to check equipment that you pick up, it might be better than what you have now.
•   Javelin has increased rate of fire.
•   Javelin has faster draw back time.
•   NPCs now pull allies from a much further distance when in combat.
•   Ranged NPC projectiles have been sped up and made easier to see.
•   Halved resonance damage from 10 to 5.
•   Map icons have been made smaller so they don't block the map as much.
•   NPC combat has been tweaked, they are far more aggressive now.

Fixes
•   Enemies could attack themselves to death after getting blocked by a shield.
•   Fixed some issues with aror set bonuses.
•   NPCs should now despawn correctly when the world resets in a permadeath game.
•   Fixed a bug where you weapon could stay in its overcharged state.
•   Added some extra save/load protection on the player corpses.
•   NPCs would misjudge distance to the Observer because it's a flying character and sometimes would run in to it forever without attacking.
•   Stage 1 and Stage 2 NPCs were giving out the wrong amount of XP.
•   NPC inventories were not clearing on respawn.
•   Tweaked the values on some prefab pools to help lower memory.

Title: Re: P.A.M.E.L.A.
Post by: Asid on December 18, 2018, 04:15:23 PM
Patch 0.5.0.2 is Live - Holiday Bugfixes
P.A.M.E.L.A.ฎ - NVYVE Studios

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/fa6da755aaa5c574a821533e0cf4fabd74604e7c.png)

Happy Tuesday! We've got some pre-holiday bugfixes ready for you to enjoy, all to do with the recent Geist update, along with a deadly new trap to craft.

The most egregious bug that is resolved in this patch pertains to buliding not being allowed in certain areas - build away to your heart's content!

Check out the full list below, and enjoy! From the NVYVE Studios team, have happy holidays and an excellent New Year!

Features
•   Added Blaze Trap

Balance
•   Shock trap deals less damage but also stuns enemies
•   Electicity damage now deals 1.5x damage to robots
•   Fire damage now deals 1.5x damage to Geists

Fixes
•   Fixed certain zones which were incorrectly blocking buildable items from being placed
•   Fixed a blockaded area in which player could get stuck in new Geist area
•   Fixed several props overlapping with level geometry
•   Fixed several floating item spawn points
•   Fixed an FX texture which was not scrolling correctly
•   Revenants now correctly trigger traps
•   Eletricity attacks will now correctly buff the Revenant's damage

Title: Re: P.A.M.E.L.A.
Post by: Asid on January 30, 2019, 12:49:53 AM
Update: PAMELA v0.5.1.1 is Live: Optimizations and Game Balance!
29 Jan - NVYVE Studios
 
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/7f3d8e27749512cfd773bca5babf41f0b5188f53.jpg)

Happy Tuesday! We've got a fresh new update ready, including a major rendering optimization and a whole ton of game balancing.

Performance optimization has always been high on our list of priorities, and lately we've been doubling down in this area to alleviate some of the issues plaguing many of you. This update includes a pretty significant optimization that deals with some back-end distance culling of dynamic objects in the game. In our testing, we saw a pretty signicant reduction in object drawing cost.

On top of this, we've been working with the fine folks over at Unity to get PAMELA upgraded to the latest version of the engine. Since we rely on some custom engine code to bring PAMELA to life, this process is a bit more involved that it would be for a game running on vanilla Unity. The good news is that we've made some solid headway towards this goal, and (fingers crossed) should be able to push a live build on this new version (Unity 2018.3, specifically) in the near future. Other than benefiting from a bunch of engine bugfixes and stability improvements, we will be able to implement some awesome new features such as Texture Streaming which should net us even more performance improvements.

Aside from optimization, we're working towards the next, most meaty update of all time – the Story update. This has been a long time coming, going through multiple iterations on the drawing board, and we're as anxious as you are to get it out the door. Once we finish up some of the remaining optimization tasks and get the core foundations solidified, we'll be moving full-force onto this major update.

We want to thank everyone for their support and patience. It's heartwarming to hear from those of you who've been with us right from the beginning over a year and a half ago. Although the path to getting PAMELA 1.0 out the door hasn't been a straight line (when is it ever, in game development?) we are commited to making it happen as soon as we're possibly able.

Hope you enjoy the update! Let us know your thoughts on the balancing tweaks in the comments, and stay tuned for the next update.

Features
•   Added Genesis and Nirvana themed versions of Sec-RTs

Balance & Improvements
•   Implemented a rendering modification which uses more efficient distance-based rendering for dynamic objects, yielding a 20-40% reduction in amount of (unnecesary) objects drawn
•   Reduced enemy senses slightly to make sneaking slightly more forgiving
•   Nerfed shields slightly – recharge delay and delay penalty after overloading shield have both been increased slightly, and shield now drains slowly over time when activated
•   Enemy spawn rate has been modified so that after “clearing” an area of enemies, you will have a brief window of calm before enemies start spawning back in
•   Base fist melee damage has been increased slightly, with a slight reduction in knockback strength
•   Added flytext to indicate a level-up
•   Slightly reduced item drop rate
•   Increased base thirst and hunger drop rate slightly
•   Increased sprint stamina depletion rate
•   Increased base NPC damage, and reduced base NPC health

Fixes
•   Fixed bug with randomized weapon starter upgrades not instantiating correctly
•   Fixed bug with randomized weapon durability not applying correctly
•   Fixed flashlight type & description not saving correctly in some instances
•   Crafted items will now (correctly) spawn with full durability
•   Fixed infinite Sonar Pulse audio cue
•   Fixed a dye bug in which player's dye color would affect NPC weapon color as well
•   Fixed a bug in NPC pathing that prevented them from crossing doorways
•   Fixed an unreachable keycard in Arcadia

Title: Re: P.A.M.E.L.A.
Post by: Asid on April 06, 2019, 12:15:18 PM
Dev Blog #88: Development Update
25 Mar @ 9:49pm - NVYVE Studios   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/c1b361af493b6fdf16977ea758e171a20c98a0ee.jpg)


Happy Monday! It's been awhile since our last update so we wanted to share what we've been working on, and why we haven't been able to push any updates in the last little while.

We've been quite busy on a few fronts lately! First up is Optimization & Porting to Unity 2018.3.

Optimization and Unity Version Porting

We've been pushing for some time now to port the game forward to the latest version of Unity, which we've largely finished, but are unfortunately being held back by waiting for some custom engine features to be ported forward alongside PAMELA.

Long story short - the folks at Unity added some extra bells and whistles to help us bring PAMELA to life on the previous version we were using (2017.2) and now those changes need to be brought forward to 2018.3

What this means, sadly, as that we can't launch an update using a "standard" version of Unity, and are waiting on Unity for these fixes to be ported forward. We could have stayed on 2017.2, but we REALLY needed access to some new engine features and optimizations to address performance concerns;
we were stuck between a rock and a hard place, so to speak.

The good news is we've done most of the hard work and are just waiting an a stable release version from Unity.

On the optimization front, we've also worked on reducing the amount of memory item spawning took up, as well as some music memory optimizations. Along with texture streaming (a new feature of Unity 2018.3) you should see some pretty significant memory improvements on the GPU and CPU.

NPC Abilities

The Widow and Reaper have received some love, gaining some nasty new abilities and attribute tweaks. Widows will soon have very poor eyesight but excellent hearing, as well as a deadly lifesteal attack.

Reaper are gaining a Roar attack, which will drain stamina if caught in the blast. This ability makes them an even more fearsome melee combatant!

Balancing

We've done a wave of item spawn balancing, including readjusting the game's economy to encourage exploration of higher-level areas to find rare items.

Story Mode

Last but definitely not least is Story Mode (which will be the default option when we hit 1.0 release). We've been working on a ton of foundations behind the scenes, as well as designing new items and areas. We're moving full steam ahead on this and are aiming to be getting it out into the wild later this summer.

That's it for now! As soon as we're able to resolve the Unity engine blockers we mentioned above, you'll be getting a pretty meaty update. We can't wait for that to happen, and want to say thank you for the patience while this gets ironed out behind the scenes.
Title: Re: P.A.M.E.L.A.
Post by: Asid on August 06, 2019, 11:52:40 PM
Dev Blog #89: Progress Update
6 Aug @ 2:43pm - NVYVE Studios

Happy Tuesday! We've been a bit quiet lately, and wanted to share a quick update as to what we've been working on.

First the bad news... unfortunately we are still being blocked by a Unity engine bug that is preventing us from pushing an update. We understand that it is frustrating to keep hearing this, trust us that we're also frustrated at the delay and we're doing everything in our power to work with Unity and get this resolved. Due to the extensive nature of PAMELA's environment and the underlying lighting systems being used, we're stuck on a custom build of the Unity Engine, and require this version to be updated before we can get this next update live.

That being said, we wanted to share a sneak peak of what you can look forward to once this issue is resolved! In no particular order:

New Buildable Item: Solar Accumulator

This item will recharge nearby Power Transmitters during daytime, allowing you to power your outdoor base much more easily!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/8118c6acc50b808eff5e68fd67bdd7d3f86200c9.png)

New VISRs

We've added 4 more VISR types, with different types of information displayed depending on the type.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/471a4425e5b0515b7ff1bf15da100dc8106c81da.png)

New NPC Abilities

The Reaper and Widow have received some new abilities, such as the Reaper's roar shown below, which depletes your Stamina if you're caught in the blast!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/2f1769561d5c5b872c34abf5644dcd8ba39c78a0.png)

Missions & Challenges

As part of the Story update, we've been adding various challenges and sidequests with xp rewards.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/e96045f58b3d74e52e6c8032ee610e9f78f39293.png)

Environmental Traps

Explosive barrels, electrical conduits, and flammable oil slicks have been added throughout the world! Use these to your advantage during combat when using the correct elemental weapons.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/c01fb0e653dc6ed31d433e64a4d7b647576d40f5.png)

EXP System & Genome Points Update

The exp curve has been rebalanced to be less grindy at higher levels, and when starting a new game, you now have the option to re-spec Genome Points.

Lot of Optimizations

Aside from the new Texture Streaming in the version of Unity we are porting to, we've made a bunch of other optimizations in Camera rendering, particle systems, text, containers, and item spawning. Combined with the Unity engine updates, these should all result in a nice performance improvement across the board.

After the Next Update - Story Missions

We've been putting a ton of time into fleshing out the main Story missions. New areas have been designed and built out, new dialogue has been written as is being recorded, triggers are being placed... things are coming together! We're super excited to be finally bringing this to the game after some unfortunate delays.

Stay tuned for further updates - the latest we've heard from Unity is that they are aiming to have this issue resolved over the next week. Thanks for the patience and understanding, we truly appreciate it and can't wait to get this huge update live for you as soon as the blocker is resolved.

Title: Re: P.A.M.E.L.A.
Post by: Asid on September 28, 2019, 01:33:47 PM
Beta Update 0.6.1.1 is LIVE!
Fri, 27 September 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/c0a0bda802805d175406c66a6d83e7ae131f7dc2.jpg)

Opt into the Beta Branch for an Alpha-Preview Build


As we promised the other day, we've got a BETA update ready for you to all to test out, if you're interested! You can opt into this update by swapping over to the "beta" branch. If you're not sure how to do that, follow these steps:

How to Access the Beta:

1. Right click PAMELA in your Steam Library, the click "Properties"
2. Click the "Betas" tab.
3. In the dropdown, select "beta".
4. Close the window; Steam should start downloading the beta.

Important Notes being trying the Beta Build!

There are 2 important things to note with this beta: as there are MANY updates, additions, & optimizations, this update will reset your world save file. This new save file will not be compatible with the Release version of the game either, so whatever you do in the beta will be beta-only.

To back up your save before playing the beta, do the following:

Cut everything inside C:UsersYourUserNameAppDataLocalLowNVYVE StudiosPAM_GameLauncher and then paste to a new location. To revert to this safe when returning to the Release branch, simply paste these files back into their original location.

The second note is that we've had to disable level streaming systems (while we wait on Unity's lighting fix) so the load time and general performance will be slightly longer & worse respectively.

What's in the Beta Build?

Well, LOTS! We've been eager to share this boatload of updates for some time now, and decided that releasing this beta build is a good step while we iron out the technical issues with Unity for the Release build.

We'll be posting this changelog again in it's entirety when the Release build is ready, but for those of you taking part in the Beta, read below for the full notes included in this preview build!

Not included in this update is our progress on the Story Mode - we're keeping that back so it can be released all at once, as it is a MAJOR update to the game that is best experienced as a complete package. Stay tuned!


Beta Build Changelog

NPC Updates

•   Widow has life stealing ability, attacking non-robot target will regen her health
•   Widow now has very poor eyesight but very strong hearing, and she will chase you a long way before giving up. So try to be quiet if you don’t want a fight
•   Reaper’s roar will drain the player's stamina, make it hard to fight him at close range
•   Adjust npc’s hitbox to make their melee attack more accurate
•   NPC with ranged weapon will always drop upgrade cell.
•   Added idle animation and spot player animation, NPC’s behavior is smoother


Item & Equipment Updates

•   All 7 weapons have a special version, upgrade will boost the damage more comparing to normal version. Also each of them has a new ability to unlock
•   Crafting table is now backwards compatible, meaning you can craft anything once you have a level 3 table.
•   Item spawn balancing, rare items can now be found more easily in certain higher-level Districts
•   Alcohol can boost your melee attack but will increase your fatigue
•   New buildable: Solar Accumulator: This new item will auto-charge nearby power transmitter under sunlight
•   New VISRs: ARK, Engineer, Stealth, Civilian


Gameplay Updates

•   Picking up an item will no longer bring up your IVG
•   Dynamic Riot Event: a large amount of NPCs will spawn in a massive riot; join the fray, or wait carefully by the sidelines!
•   Dynamic Blackout Event: fluctuations in Eden's power grid cause the power in a District to fail; keep that flashlight handy!
•   Player is able to reset genome points when starting a new game
•   Updated statistics in Datapad
•   Added optional missions which reward EXP. Their progress can be checked in the Datapad
•   Player can save the game manually without going back to main menu or quit, but not during combat.
•   Balancing the exp system for a more gradual EXP requirement curve to level up at higher levels
•   Add option in the settings for Toggling blood decals on/off


Performance Optimizations

•   Extensive code cleanup and optimization to reduce memory footprints
•   Optimized text-camera rendering performance
•   Optimized item-spawning code to reduce memory usage


Bugs

•   Map icon missing (world repair and locked door)
•   Damage reduction from armor will now show in status properly
•   Fixed a bug that would cause "combat" state to last indefinitely
•   Fixed Sonar Pulse infinite sound effect


We want to say a big THANK YOU again for the patience these last few months; we have been as frustrated by the delays in getting this lighting bug resolved as you have, and are happy to bring you this sneak peak at what you can look forward to on the Release branch soon. Let us know what you think of this beta in the comments, have fun!

Title: Re: P.A.M.E.L.A.
Post by: Asid on December 21, 2019, 02:47:19 PM
Major Update: PAMELA 0.8.0.1 is LIVE!
Fri, 20 December 2019

NPC improvements, Gameplay & Item additions, & Major Performance Optimizations!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/fa6da755aaa5c574a821533e0cf4fabd74604e7c.png)

Warning - due to the significant scope of this update & memory optimizations, this update will wipe existing world save files! Please select "New Game" after updating.

Happy Friday! We've been hustling to get this update out in time for the Holidays, and are beyond excited to FINALLY be bringing you this major update!

While we've been working away on the 1.0 Story Mode update, we've been hard at work on other areas of the game, including balancing, combat improvements, additional item variation, and major optimizations. Performance has always been a battle as we've been pushing the Unity engine to the limits, and we are very happy to say that with this latest update we've made some big strides in this area.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/add2f05c4ef32fd16bae75a3abf7fc43765676b8.jpg)
Here's a snapshot of Unity's profiler before/after our optimizations... massive improvement on our development machines!

In our internal testing, we're seeing performance improvements of up to 50-100% in some areas of the game! We're excited to hear your feedback on how these improvements run on your machines.

See the full changelog below for the full notes! As always, please let us know your thoughts in the comments and forums!

From the whole NVYVE Studios team, we wish you all happy holidays, and want to thank you for the support and patience as PAMELA edges closer to 1.0 status. Please enjoy this latest update, and stay tuned for the full release of PAMELA featuring the Story Update early in 2020!

Version 0.8.0.1 Changelog

Note - many of these notes were present in our previous in-development beta launch, but are now running on an updated version of Unity including many additional optimizations that had to be removed for the beta build.

Gameplay Updates

•   Added environmental traps - explosive barrels, conductive puddles, and flammable oil slicks, which can be used to strategically defeat enemies!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/c01fb0e653dc6ed31d433e64a4d7b647576d40f5.png)

•   Picking up an item will no longer bring up your IVG
•   Dynamic Riot Event: a large amount of NPCs will spawn in a massive riot; join the fray, or wait carefully by the sidelines!
•   Dynamic Blackout Event: fluctuations in Eden's power grid cause the power in a District to fail; keep that flashlight handy!
•   Player is able to reset genome points when starting a new game
•   Updated statistics in Datapad
•   Added optional missions which reward EXP. Their progress can be checked in the Datapad

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/e96045f58b3d74e52e6c8032ee610e9f78f39293.png)

•   Player can save the game manually without going back to main menu or quit, but not during combat.
•   Balancing the exp system for a more gradual EXP requirement curve to level up at higher levels
•   Add option in the settings for Toggling blood decals on/off

NPC Updates

•   Widow has life stealing ability, attacking non-robot target will regen her health
•   Widow now has very poor eyesight but very strong hearing, and she will chase you a long way before giving up. So try to be quiet if you don’t want a fight
•   Reaper’s roar will drain the player's stamina, make it hard to fight him at close range

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/2f1769561d5c5b872c34abf5644dcd8ba39c78a0.png)

•   Adjust npc’s hitbox to make their melee attack more accurate
•   NPC with ranged weapon will always drop upgrade cell.
•   Added idle animation and spot player animation, NPC’s behaviour is smoother

Item & Equipment Updates

•   All 7 weapons have a special version, upgrade will boost the damage more comparing to normal version. Also each of them has a new ability to unlock
•   Crafting table is now backwards compatible, meaning you can craft anything once you have a level 3 table.
•   Item spawn balancing, rare items can now be found more easily in certain higher-level Districts
•   Alcohol can boost your melee attack but will increase your fatigue
•   New buildable: Solar Accumulator: This new item will auto-charge nearby power transmitters under sunlight

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/8118c6acc50b808eff5e68fd67bdd7d3f86200c9.png)

•   New VISRs: ARK, Engineer, Stealth, Civilian

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/471a4425e5b0515b7ff1bf15da100dc8106c81da.png)

Performance Optimizations

•   Improved compression settings for faster startup and reduced size on disk
•   Extensive code cleanup and optimization to reduce memory footprints
•   Major NPC & physics optimizations - up to a 2x performance improvement in some cases!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/add2f05c4ef32fd16bae75a3abf7fc43765676b8.jpg)

•   Optimized text-camera rendering performance
•   Optimized item-spawning code to reduce memory usage

Visual Tweaks

•   Implemented more advanced bloom effect, which incorporates dynamic lens flares
•   Adjusted overall color grading for a more atmospheric effect in dark areas

Bug Fixes

•   Map icon missing (world repair and locked door)
•   Damage reduction from armor will now show in status properly
•   Fixed a bug that would cause "combat" state to last indefinitely
•   Fixed Sonar Pulse infinite sound effect

Title: Re: P.A.M.E.L.A.
Post by: Asid on January 08, 2020, 03:13:51 PM
Update: PAMELA 0.8.0.2 is LIVE!
Wed, 8 January 2020


Saving/loading, performance, UI fixes, and more!
Due to fixes & safety checks added into the saving system, this update will invalidate old world saves. We apologise for the inconvenience, but this should resolve the saving issues going forward. Please let us know in the forums if you continue to have issues after starting a New Game on this version.

Happy Wednesday! We've been keeping a close eye on the discussions since the last update and have been hustling to fix the issues some of you have been running into.

Check the patch notes for any issues you've been running into; if you don't see your issue fixed here, please let us know about it! We've got a backlog of fixes in progress, and are always adding to that list with any bugs reported on the forums.

Version 0.8.0.2 Changelog

Tweaks

•   Reverted to previous Bloom in response to player feedback
•   Adjusted lighting to retain more color & definition in dark areas

Bug Fixes

•   Added several safety checks to prevent save file corruption (world save files from previous versions of the game will be wiped to accomodate this update)
•   Fixed issue in which changing FOV to anything other than the default value of 75, saving the game, and reloading, would cause UI and transparent objects to be rendered incorrectly
•   Fixed NPC pathfinding colliders to allow them to more easily pass through thresholds
•   Fixed Genome Point menu buttons not functioning in certain cases
•   Fixed Sleep Menu not working
•   Fixed a bug that could cause being arrested by Seekers to not function correctly
•   Fixed a memory leak causing performance to degrade over long play sessions
•   Fixed a bug in scene lighting which caused some objects to render black when in bright areas. This could lead to Hydroponics not growing correctly in these areas.

Title: Re: P.A.M.E.L.A.
Post by: Asid on January 15, 2020, 11:04:42 PM
Update: PAMELA 0.8.1.1 is LIVE!
Tue, 14 January 2020

Fixes, fixes, and more fixes!


Happy Tuesday! We've got a fresh new update ready for you today, in which we've addressed a ton of recently reported issues and crashes.

Most significantly we've fixed a couple major save/load/crashing related bugs; if you previously had an issue with save corruption due to the bugs we've fixed in the changelog below, you will be able to continue your game without issue in this update.

Thank you SO MUCH to everyone who has been providing great info & sending in save files to help drill down into these issues. This info is invaluable in helping to catch some of the more obscure cases, and we truly appreciate you taking the time to do so.

While we are in bug-fixing mode, we are also trucking along with progress towards the story update which we are aiming to launch early this year. Stay tuned for more announcements as that gets a bit closer to showtime!

Find the full list of changes & fixes below. If you don't see your issue fixed here please let us know and we will make sure it is added to our list if it isn't already.

Version 0.8.1.1 Changelog

Tweaks & Optimizations

•   Optimized physics performance slightly
•   Buffed environmental traps to be more deadly

Bug Fixes

•   Saving/Item Spawning - fixed issue that could lead to a attachment cases spawning extremely high numbers of attachments, which caused slowdowns, crashing, and broken saves. This was the cause of crashing in multiple save files we received since the last update.
•   Saving/Loading - fixed issue which caused game to not load when Nascent VISR is equipped
•   Fixed occasional memory leak in pathfinding logic which could lead to slowdown & crashing
•   Fixed keypad which was partially intersecting with wall geometry in Arcadia
•   Fixed an issue causing Documents and Echo logs not to be saved properly in Datapad in permadeath mode
•   Fixed issue which would cause previously discovered Datapad entries to be lost
•   Fixed bug causing Widow to go idle forever after killing target
•   Fixed bug in which Reaper would play taunt sound when not taunting
•   Fixed incorrect Graphics Menu description for Full Screen option
•   Fixed Seeker arresting logic; if the Seeker is interrupted during the arrest attempt, the holographic circle will disappear after 10 seconds
•   Added missing wall collider near Garrison entrance
•   Genelab - fixed invisible colliders leading to player getting stuck
•   Genelab - fixed loot not spawning

Title: Re: P.A.M.E.L.A.
Post by: Asid on May 08, 2020, 01:13:07 PM
Dev Blog #90: Status Update
Fri, 8 May 2020

Update from the PAMELA Team about Covid-19 and upcoming Story Release

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/d8336178c25bb24ac4bb26dd04df48ac3125e15d.jpg)

Happy Friday Sleepers!

What crazy times! As covid-19 has been affecting just about everything and everyone in the world these last few months, we too have taken steps to adapt to the current landscape. To that end, we are happy to report that the PAMEAL dev team has been able to shift to remote work with minimal impact on production, and we are all in good health and spirits as we push forward to the finish line. We truly hope that all of you are also staying safe, sane, and are making the best of these difficult times.

We want to thank our whole community from the bottom of our hearts for the support, not just during this time but over the years, it means the world to us as keeps us pushing hard towards the finish line. It has been some time since our last update (sorry!), so we wanted to take a quick opportunity to check in and give you all an update of what to expect in the coming weeks.

As we've mentioned, our total focus at this stage is on finishing the huge "Story" update, which brings a significant narrative element to the game, including a main quest-line, much side missions, and much more extensive dialogue from PAMELA throughout the game. Rather than release this content piece by piece, we have opted to aim to wrap all of the update together, so you can experience the "complete" PAMELA experience on release rather than bits and pieces. This is the main reason things have dragged a bit these past months, but rest assured we have been busy.

Aside from this major content update, we are continuing work on polish, bug fixing, and optimization as much as possible. Several primary issues like save game corruption are at the top of our list to resolve, as we understand how frustrating it is to lose hours of progress.

With ALL of that being said - stay tuned for a big announcement in the next couple weeks. We are getting close to the finish line here, and can't wait to share the news with you all. Aside from announcements here, make sure to check out our various social platforms (Facebook, Twitter, Instagram, TikTok - all @nvyvestudios) for updates and teaser posts every day.

Thank you again for the continued support and patience! We're excited to share the big announcement soon, until then, from the NVYVE Studios team - stay safe and have fun!


Title: Re: P.A.M.E.L.A.
Post by: Asid on June 05, 2020, 01:45:20 AM
Dev Blog #91: P.A.M.E.L.A. is releasing on June 18th!
Thu, 4 June 2020

Experience the full story coming soon!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/210c3f4c569d38a2a8e1be1665cc23d6256f3856.jpg)

Happy Thursday! We have some major news we are extremely excited to share - at long last, P.A.M.E.L.A. will be fully released on June 18th!

The main meat of this major milestone is of course the story - you'll be working with PAMELA herself to return Eden from the brink... if you can survive long enough! We don't want to give too much away since you'll be able to experience it for yourself firsthand in the very near future... we're so excited to share this after keeping it under wraps for so long!

Aside from that are a ton of other additions and improvements - Steam Achievements, new side quests, stability improvements, balance tweaks, and of course bug fixes... we've been keeping a close eye on all of the discussions here and have been hard at work addressing every point brought up.

Just because P.A.M.E.L.A. is leaving Early Access doesn't mean we are dropping all further development; we will be closely monitoring and staying involved with the community after release, making sure to tweak and address any issues and suggestions that might arise with this huge content drop.

It has been a truly wild ride since development began, leading up to Early Access release, and everything since... we cannot say THANK YOU enough to those of you who have so patiently waited and supported us along this journey. We are so excited to share the major update, bringing the long awaited story to life and finally calling the game complete after all these years.

Back to work for now while we button up everything before the 18th... as always, stay tuned, and mark your calendars!

Title: Re: P.A.M.E.L.A.
Post by: Asid on June 19, 2020, 03:21:23 PM
P.A.M.E.L.A. 1.0 is Live!
Thu, 18 June 2020

Experience the fully story of P.A.M.E.L.A. in Version 1.0

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/a0d837dc7c77932ad0f23ca855ba21fc65a4102c.jpg)

Happy Thursday, Sleepers! What a day it is, a long, long time in the making. Let's savor the moment...

P.A.M.E.L.A. 1.0 is LIVE!

When we set out to bring the world of P.A.M.E.L.A. to life as our debut title, it was a huge step into the unknown. Like waking up from cryo sleep into the deserted halls of Eden, we had no idea the challenges in store for us along the way as we embarked upon a truly epic 5+ year journey. But just like the Sleeper, those challenges have only made us stronger!

Unlike the Sleeper, thankfully, we didn't have to go it alone - since day one, we have been supported by our INCREDIBLE Early Access community. To every single one of you, to those of you who have been with us since the beginning, and to those of you that joined us more recently, we want to say an extremely special thank you as P.A.M.E.L.A. truly would not be the game it is today without your patience, support, positivity, and brutal honesty. Though today we are closing our Early Access chapter, we will always carry those memories with us.

To everyone joining the community today and beyond... welcome! What a great time to come on board. P.A.M.E.L.A. today is a better game than it has ever been, and we cannot wait for you to experience it for yourselves.

At long last, the story of PAMELA has been brought to life. Experience a fully voiced prologue, main story missions, side quests, and more to discover and survive within Eden in a whole new way. Work alongside P.A.M.E.L.A. to save the city, or explore and discover at your own pace... the choice is yours. We wish you all the best of luck in your journeys to save Eden, and attempts to bring it back from the brink.

Simply start a New Game (this update will wipe any existing save files, we're sorry!) to experience the story, beginning with the all-new prologue cutscene!

Now, bug-fixes aren't as exciting as a shiny new story to play through, but it is worth mentioning all the same - this 1.0 release brings a TON of them, as we have pushed like crazy these last couple months getting the game to a more stable place than it has ever been. Aside from the amazing reports and feedback from the community, we've worked diligently with QA partners to iron out crashing, save corruption, AI glitches, and everything in between.

Just because we are crossing the 1.0 finish line doesn't mean we won't still be listening - we'll be continuing to keep a close eye on the discussions here as well as on Discord (join the server here!  https://discord.com/invite/fPBd7gD ) especially over the next while, making sure everyone is having a smooth experience with the huge amount of next content.

Without any further adieu, on behalf of the NVYVE Studios team: enjoy, good luck, have fun, and once again - THANK YOU for supporting us on this wild ride, it is one we will never forget.

Title: Re: P.A.M.E.L.A.
Post by: Asid on June 27, 2020, 01:21:32 AM
Update: P.A.M.E.L.A. V1.0.0.3 is Live!
Fri, 26 June 2020

Bug fixing and balancing, oh my!
 
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/5e34d6d9301c74b0d1b5c1a4441653eb2ddf1a7c.jpg)

Happy Friday sleepers! We've been keeping a close eye on the forums this past week, and have got an update in time to enjoy over the weekend!

This update includes a bunch of fixes and balancing tweaks based on all the feedback we've received since release. Overall difficulty has been reduced in a few ways (difficulty can still be tweaked when starting a New Game), a few missions have been tweaked in terms of instructions and success conditions, and more...

See below for the full changelog, and let us know what you think of the changes in the discussions!

Version 1.0.0.3 Changelog

Bug Fixes
•   Fixed missing collider in Garrison main entrance
•   Adjusted V-sync settings to address screen tearing experienced by certain players
•   Fixed issue in which a crafted item occasionally is not full durability
•   If the player has already fixed enough many tubes or generators before the Repair Power System mission, the mission will complete right away when it starts
•   Fixed Battery information not updating when scanned
•   Added more information on mission description for "Find the Note”
•   Fixed a typo in document “Possible Contamination”

Balancing
•   Lowered the default difficulty
•   Reduce Afflicted’s attack
•   Nerfed Reaper’s roar, only drain half of your stamina now
•   Riot event chance is now related to your gene level
•   Reduced enemy spawn rate; less enemies will come to help their allies
•   Containers drop rates have been increased
•   Containers that has an item in it will not reset when player die in non-permadeath mode
•   Become hungry & thirsty a little slower
•   Decrease the light required for some buildables items to work


Title: Re: P.A.M.E.L.A.
Post by: Asid on July 04, 2020, 02:09:55 AM
Update: PAMELA 1.0.0.4 is Live!
Fri, 3 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/7899e190906c98016b251dd22f1cbf144fb46ed6.jpg)

Happy Friday! We've got an update ready in time for the weekend with a number of fixes and balancing tweaks. based on feedback and reports from the community.

Enjoy, and have an excellent weekend!

Version 1.0.0.4 Changelog

Bug Fixes
•   Fixed a bug that caused Ion core + and ++ to disappear after loading
•   Fixed a bug that allow player to pickup armor they currently have equipped

Balancing
•   Added PAMELA dialog to mission description
•   Further reduced enemy spawn rate
•   Reaper & Widow no longer spawn at Arcadia lower level
•   Increase the change that a picked up weapon has random upgrades on it


Title: Re: P.A.M.E.L.A.
Post by: Asid on July 23, 2020, 12:53:24 AM
Update: P.A.M.E.L.A. V1.0.0.5 is Live!
Tue, 21 July 2020

(https://steamcdn-a.akamaihd.net/steam/apps/427880/ss_a1e1fad083e3ace552ae17b8326ece7847ec3b45.1920x1080.jpg?t=1592627503)

Bug fixes and performance improvements!
 
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/f47990069a44e657226073af4817a4c9cb23178c.jpg)

Happy Tuesday! We've got a new update ready to take for a spin. Aside from a number of bugfixes for issues reported by the community, we've also implemented a couple fixes which should help address the performance degradation over time that some users have been experiencing.

See the full changelog below, and let us know what you think of the update in the discussions!

Version 1.0.0.5 Changelog

Bugfixes
•   Fixed bug leading to performance degradation over time in long play sessions
•   Fixed colliders on some objects preventing items on top of the object from being picked up
•   Tuned down afflicted screaming voice
•   Fix a bug in which the player can get multiple exp rewards from logic hacking mini game by hitting the decipher button repeatedly
•   Fix a bug in which the player can pick up their equipped weapon when they are punching
•   NPCs are less likely to be stuck behind geometry