
hi friends,
thankyou all so much for your help and feedback getting the new version of the game as polished as possible!
it's been another couple of weeks of some very late nights indeed to bring you this new update for the SUPER LONE SURVIVOR 'codenameblack' beta which is probably some of the most extensive changes I've made to the game since The Director's Cut.
it's been rebalanced and refined in many ways to make the game more fun and to provide stability and futureproofing, and a really stellar experience for high framerate displays. i've deviated further from the original presentation to provide what i think a modern interpretation of the game should look like, given the displays of our era. and since the original game still exists i didn't mind experimenting more than i let myself do with the original release of SUPER.
the plan is to release it as the main branch of the game around a week from now (23rd October). i'll be streaming the game on:
... on the evening of the 31st, if no major issues arise. i'll probably try for the white ending on HARD, not sure if i'll go for a full pacifist run, we'll see. it'll be SUPER's 4th birthday can you believe it?
with all that said, here's the changelog for v4.07, that i can remember. if you find any issues before the 23rd let me know and i'll get right on it. especially if you have a high framerate monitor ;)
to get it to work, right click the game in Steam and select 'Betas' and choose 'codenameblack' from the menu. you may need to uninstall and reinstall to update from one beta version to another.
wishing you all a very happy (yet spooky) halloween!
~jasper
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CHANGELOG for v4.07:
- added test for True Survivor achievement on the titlescreen in case the player quit without finishing the summary screen
- altered a fundamental behaviour with script timers that could cause issues in high framerates
- made buildings move more smoothly on the titlescreen
- greatly increased performance of post-process effects
- increased bloom quality
- greatly improved the HAL parser speed by caching Unity object names
- fixed a minor issue where it was possible to hear the pickup sound for Chuck's 'plant food' but not get it without repeating the dialogue
- fixed the movement speed of multiple entities including enemies in high framerates
- fixed an issue where enemies could be slow to aggro with the flashlight
- improved several door and hide spot hotspots and access points
- fixed several issues related to enemies patrol lengths
- fixed Diary Page 4 calling itself Diary Page 3
- added an additional hint to Diary Page 4 regarding the vein room puzzle solution
- fixed typo on the 'Retrobrite' cassette tape
- several adjustments to the font for legibility
- made it impossible to swap tapes without the personal stereo
- changed how difficulty is saved and loaded to guard against rare cases where it could be altered
- shortened the root beer and hotdog pickup descriptions
- adjusted brightness of titlescreen and game over
- made enemies slower in hard mode, and made normal the same as easy (= the same as The Director's Cut)
- adjusted the tape collection pixel position and altered the positions of the collections, redrew the symbol for items not yet found
- fixed a semi-rare bug where enemies could get stuck on walls
- slightly increased enemy recoil time
- fixed a bug where reloading occurred immediately after shooting up or downwards on an empty clip
- adjusted the gamma range
- made control prompts aware of 4:3 mode and added a 'red fadeout'
- made the chromatic aberration 'breathe' when exhausted
- reduced sprite shadow strength
- various other small fixes for high framerates with the bosses + enemies
- made headless randomly aggro each other psychically
- reduced likelihood of enemies entering their retreat phase
- added thanks for certain testers from the steam forums to the ending <3