NIMRODS | Visibility + Improvements Update
[h3]Gear up NIMRODS! [/h3][p]We're back with another update!
As we're working on the next bigger content updates, today, we're releasing a new Shader improvement that enhances character visibility. Over time, we're going to be making more improvements to visibility, and audio too!
Later this week, we'll be releasing a Devlog with additional information on what to expect and what we're currently working on. So stay tuned for that! [/p][p][/p]
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As we're working on the next bigger content updates, today, we're releasing a new Shader improvement that enhances character visibility. Over time, we're going to be making more improvements to visibility, and audio too!
Later this week, we'll be releasing a Devlog with additional information on what to expect and what we're currently working on. So stay tuned for that! [/p][p][/p]
Changelog
[p][/p][h3]Major Features[/h3]- [p]We reworked the projectile rendering to improve visibility during gameplay. We added a subtle radial fade around the player that partially occludes nearby projectiles, ensuring better clarity. Projectile visibility now uses a non-additive opacity method - meaning 30% opacity truly appears as 30%, even when multiple projectiles overlap.[/p]
- [p]Updated to Unity 6000.0.61f1.
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- [p]Changed "Witch Hunt I" quest requirement from 5 to 4.[/p]
- [p]Changed "Witch Hunt II" quest requirement from 7 to 5.[/p]
- [p]Fixed an issue where an error could occur when using Containment Field + Dissuasion Barrel augments.[/p]
- [p]Fixed an issue where the Relativistic Loader augment could sometimes provide inconsistent damage output from its bonus.[/p]
- [p]Fixed an issue where the Deploy screen minimap movement was reversed while using a controller.[/p]
- [p]Fixed a crash that could occur on some devices.
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