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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]
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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[h3]Changes[/h3]
  • [p]Changed "Witch Hunt I" quest requirement from 5 to 4.[/p]
  • [p]Changed "Witch Hunt II" quest requirement from 7 to 5.[/p]
[h3]Fixes[/h3]
  • [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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[h3]Thank You! ❤️[/h3][p]We would like to thank each of one you for the amazing support. With each update we aim to make NIMRODS better and better. Without you, NIMRODS wouldn't be what it is today.
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