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AI Olympius News

Update 0.8.98

Work on the online cooperative mode continues, but for now, here is a small update with minor fixes.
  • Minor UI improvements.
  • Minor fixes in the Nuclear Desert level.
  • At the Abandoned Cliff level, a point of interest with supplies has been added on the approach to the distant tower, and the landscape has been slightly modified for additional cover.
  • Fixed an issue with movement on scaffolding stairs.
  • The Invert Y setting now also affects the vertical movement of camera control terminals.
  • Island: Fixed the clock display on the info screen.
  • Fixed a potentially critical system error at the Unity level.


23/06:
Today's minor update contains several fixes for rare bugs, and a new building element in the energy category.

Update 0.8.97

  • Island: Added many new building elements: rounded floors, walls, and windows, a small flower bed, an office chair, two types of columns, additional floor, and additional shapes of roof solar panels.
  • Island: Fixed “consumption/generation” labels on wall batteries.
  • Island: Fixed an issue with the defensive core changing its type to a machine gun core after loading.
  • Fixed some issues at the beginning of the game.
  • Potentially fixed an issue with the character getting stuck after a quantum leap.


08.06 minor update:
  • The limit of energy capsules in one slot has been increased from 7 to 10.
  • Fixed camera flickering and physics issues when the male character was wearing sniper bracelets.
  • Changed the icon for the med. capsule
  • Island: Fixed a bug where projects on the island were blocked as in the demo version.

Update 0.8.96

Defending the island will become much easier with the new equipment. I decided to add it before moving on to the next big part of the work.
  • Additional optimization of the last level.
  • Island: new elements added (defense, flora)
  • Fixed a critical but rare issue that blocked interaction with interactive objects.
  • Minor UI fixes.

Update 0.8.95

The final level still has performance issues during the last phase, although the load is now even lower, but it still isn't enough.
  • Additional optimization at Midspace levels.
  • Minor fixes and UI improvements.
  • Minor fixes at levels.
  • The game loads a little faster.
  • Special actions 1 and 2 are no longer blocked when sitting with a multi-tool on a hoverbike or in an anti-aircraft gun.
  • New photomode features: recentering, camera roll, time flow.

Midspace finale (Update 0.8.94)

As usual, the new level is not fully optimized. During the most dynamic scenes, the FPS drops significantly. I will try to overcome this problem over the next few weeks

But in general, I think the ending for Midspace is decent. Olympus itself should be next in line, but perhaps the prologue at the beginning of the game will be developed first.
  • New story level.
  • Changed Cores behavior: now they do not have a long recharge pause, but fire continuously. (Rhythm of fire, however, has been reduced) The blue indicator that used to indicate recharge now displays the HP of the core.
  • Heavy scouts with invisibility: reduced armor parameters from explosions.
  • Damage from enemy implosion reduced from 35 to 25.
  • Fixed problems with keys and gamepad buttons rebind in some cases. (Added auto-cancel action in 3 seconds)
  • Destroyed spiders no longer disappear until you extract the unstable shard from them.