
Build A Rocket Boy выпустила новое обновление, Title Update 6, для MindsEye, и подробно описала все изменения, которые оно включает. Вот что нового в этом обновлении.
Инвестировал в Теслу, потому что нравится машина? Это хороший старт. А теперь давай разберемся, что такое мультипликаторы и почему это важно.
Начать разбиратьсяПатч 6 включает в себя множество улучшений визуальной составляющей, производительности и боевой системы, а также исправления для множества ошибок и заданий. В целом, это обновление содержит более 150 изменений и исправлений.
Обновление 6 устраняет некоторые визуальные проблемы в сюжетных кат-сценах игры, в частности, с тем, как отображаются детали и текстуры. Оно также делает движения персонажей более реалистичными. Обновление улучшает производительность на многих уровнях за счет улучшения взаимодействия транспортных средств с дорогами и поверхностями, а также за счет улучшения визуальных эффектов транспортных средств для более плавного игрового процесса.
Обновление 6 улучшает перестрелки и поведение врагов. Ранее могло быть сложно попасть по врагам, использующим укрытия, но это было исправлено. Теперь враги более реалистично целятся из укрытий, с более плавными анимациями и более естественными переходами. Они также лучше реагируют, когда по ним стреляют во время прицеливания, и другие враги теперь отреагируют, если вы повредите товарища по команде с помощью транспортного средства. Наконец, враги во многих миссиях стали умнее – они быстрее замечают угрозы и принимают более разумные решения в бою.
Это обновление значительно улучшает игровой опыт вождения, устраняя разочаровывающие препятствия и позволяя игрокам пропускать длительные секции вождения в определенных миссиях. Чтобы еще больше снизить разочарование и сэкономить время, разработчики добавили контрольные точки в ключевые миссии, предотвращая необходимость перезапуска больших частей после провала. Они также удалили назойливые турельные транспортные средства, преследовавшие игроков. Помимо улучшений игрового процесса, обновление повышает погружение благодаря улучшенной физике тряпичных кукол и добавлению лицевой анимации для фоновых персонажей, делая игровой мир более динамичным и живым.
Build A Rocket Boy внесла существенные улучшения в игру благодаря недавним обновлениям. Текущая версия MindsEye представляет собой гораздо лучший опыт в целом по сравнению с ее первоначальным релизом, и недавние обзоры показывают, что игроки согласны, при этом отзывы в подавляющем большинстве положительные.
Build A Rocket Boy выпустила демоверсию, чтобы игроки могли опробовать одну миссию из сюжетной кампании игры. Демоверсия также открывает доступ к ARCADIA, платформе, наполненной различными испытаниями, такими как выживание в сложных ситуациях, сражения с врагами и гонки по земле и в воздухе.
Вы можете получить демо-версию по этой ссылке. Патч 6 также доступен через клиент Steam; запуск Steam автоматически начнёт загрузку. Ниже вы найдёте полный список изменений.
Заметки к выпуску патча 6 MindsEye
Combat
Updated Scan input: now activated with L3 + R3 instead of D-pad down.
Updates made to cover positions – Armed and Unarmed.
Improved aiming behavior for better accuracy.
Increased companion drone accuracy and behaviour.
Drone abilities now have individual cooldowns rather than sharing a single energy source.
Companion Drone now has up to two charges of the Robot Hack ability.
The Hack ability is now more powerful! If you have two charges, you can now hack two robotic enemies simultaneously.
Reduced enemy shotgun range so encounters feel more accurate and fair.
We’ve refined the ragdoll physics for enemies, so they now react more realistically.
Removed unnecessary weapon reloading in certain situations.
Added Evade Roll and Shoulder Swap abilities.
Roll is now mapped to A (Xbox) / X (PlayStation) on the controller.
Shoulder Swap is now mapped to L3 on the controller while aiming.
We’ve improved how characters move when using weapons. Shooting and reloading now look more powerful and dynamic.
Increased ammo drops across the board.
Improved environmental cover so AI can use it more effectively during combat.
We’ve adjusted the difficulty in certain missions – like A Tango with Charlie, The Transponder, Clash of the Egos, and Solar Implant – to make the firefights more balanced and predictable, ensuring a fairer challenge for players.
Improved flying drone handling when using mouse and keyboard.
Weapons are now reloaded after coming out of a cinematic»
Vehicles
We’ve completely reworked how flying vehicles handle, making them move more realistically and giving players better control and responsiveness.
Improved vehicle health in missions such as Robin Hood and Lights in the Sky
Improved system for exiting driver’s seat of a moving car.
Improving level of detail from a distance for various vehicles.
Vehicles now correctly cast shadows in bumper cam view.
Improvements to vehicle interactions.
AI & NPC
Improved aiming-from-cover animations enemy NPCs
Improved AI transition when moving from cover to aim stance.
Improved flinch animations and behavior when AI take hits while aiming from low or high cover.
Nearby AIs will now respond when the player damages other AI using a vehicle.
Overhaul of improvements to aiming behavior.
Simplified behaviours in aggressive drivers.
Opponents in several missions have been improved – they now notice dangers faster and fight back more effectively.
Camp NPCs will feel more alive and react more to the player, whether the player is armed or not.
Non-player characters (NPCs) are now more coordinated when fighting and patrolling. They respond to things like sounds, alarms, and the player’s presence in a more realistic way.
Enemies react to robots being hacked.
Missions & Design
Removed several driving route blockers to create smoother driving paths.
Added the ability to skip long drives in select missions.
Improved success condition when reaching 100% in The Mole.
Reduced the health of Military Trucks in the chase of the End of the World.
You can now keep driving and stop the car whenever you want in Oh Lily! instead of being forced to stop automatically.
Players can now continue driving and stop their vehicles at will in Man Always Burns while using the Robot Loader. Previously, the game forced a stop when using the Loader.
In Lamrie’s Secrets, players can now enter any jeep.
Improvements made to ‘Man Always Burns’ to make it easier for players to deliver the truck.
Additional improvements and tweaks to tooltips.
Updated certain prompts with a distinct colour to make them stand out
We’ve made changes based on community feedback to prevent the Drone torch from automatically activating or deploying during missions.
Made the first portal mission optional in The Missing Genius.
Reduced the difficulty of the CPR minigame in This Means War, with added sound effects for clarity.
Updated the ‘Meeting Marco Silva’ level by adding a GPS guide for the initial chase sequence and adjusting enemy placement to improve gameplay.
Improved tip tutorials in A New Companion.
Updates and Improvements to Mission Checkpoints and new spawn points.
Updates to Dialogue and text.
We’ve updated several missions, including ‘A Strange Happening,’ ‘Oh Lily!’, and ‘The Wrong Move’.
Additional implementations of Skip feature during some journeys.
Added new checkpoints in key missions, reducing replay frustration after failure.
Various updates and improvements to Executive Paranoia and Man Always Burns portal missions.
Removed the turret vehicles that chase the player throughout the missions to reduce frustration.
Implemented Sky Car Races.
Audio
Various dialogue improvements and music tweaks.
Updated all ballistic weapon sound effects to make them feel more impactful.
Added new sound effects for robots.
Updates to checkpoints so music starts sooner.
Improved pedestrian dialogue attenuation.
Enhanced footstep audio during rain.
Adjusted character motion audio mix.
Improvements to pedestrian flee/panic dialogue.
Adjusted dialogue timings and replaced lines in key missions.
Updated mission ambience and reduced delay issues in dialogue.
Added new engine sounds for vehicles.
Improved combat audio from AI.
Performance improvements and crash fixes.
New gameplay tags and countdown sound effects for Arcadia races.
UI/UX
Improvements to user experience of the Launcher Page.
We’ve made weapon pickups easier to see! Ammo drops now have clearer icons, and each type of ammo shows its specific icon, so you can quickly grab what you need.
We’ve added a new indicator to help you find weapons! When a new weapon appears, an icon will now show up on the ground to let you know it’s there.
ARCADIA text updates.
Ability to use Pause key when keyboard is connected to PS5.
Updates on menu inputs for Mouse/Keyboard and Gamepad.
Improvements to menu and sub-menu navigation.
Enhancements to icons.
Art & Visuals
Additional improvements to gore visual effects.
Updates to the environment to be more interactable and traversable.
Additionally, removed some parts of the environment that blocked the player’s movement.
General improvements cover and traversal in combat areas.
Updated visuals for existing and new content.
Visual uplift to several existing Arcadia portal missions.
Improved lighting and colour grading.
Improved world sky with global illumination and reflection details.
Enhanced blood visual effects and pools.
Visually updated mission preview and loading screens.
Cinematics
General lighting and shadow improvements across cinematics.
Improvements to factory workers during cinematics.
Improved levels of detail on character models.
Animations
Updates to animations relating to player locomotion.
Improvements on traversing from coming cover and uphill/downhill sprinting animations.
Walk Speed is now a discrete setting, so it won’t cause slow movements or bent legs.
Updated Run and Sprint animations.
Adjustments made to animations to make them behave more responsively to input.
Updated ragdoll physics on characters.
Added facial animations for background characters.
Crouch animation polish.
Performance
Optimisations for Story Missions.
Optimisations made to the characters’ body physics.
Improvement in visual effects on vehicles to improve general performance.
Road collision and material performance optimisations across multiple levels.
Bug Fixes
Combat
We fixed problems that were preventing players from accurately shooting enemies who were hiding behind cover. This improves the overall shooting experience and makes it easier to target opponents.
Fixed an issue where shooting factory workers and robots was not registering any damage.
Fixed a bug that caused the Carnyx and Claymore weapons to incorrectly show remaining ammo after you switched to them from other weapons.
AI & NPC
Fixed an issue where enemies may not have fired at the player if in very close proximity.
Fixed an issue where enemies seen at a long range could be seen to be twitching and popping.
Fixed issues where enemies could be seen spinning.
We’ve fixed an issue where AI enemies could damage you even when they shouldn’t have – either when hidden behind cover, or when they clearly had a shot at you but didn’t fire. AI damage calculation is now more consistent and reliable.
Missions & Design
Fixed an issue where the weather was displaying inconsistent behaviour in The Transponder.
Fixed an issue in Industrial Espionage where the zoom in on Conti’s licence plate was too quick.
We fixed a problem in the Solitary Confinement mission where a Guard Bot would appear at the start, causing players to unfairly fail.
I was so relieved to hear they fixed that bug in Solitary Confinement! It was super frustrating when hacking the Guard Robot would accidentally end your mission. Glad that’s sorted now!
Fixed checkpoints causing infinite loading screens and improper restarts.
Audio
Fixed an issue where Morrisons’ dialogue could inaccurately be heard from the Silo exterior.
We fixed a bug where enemies would incorrectly report seeing Jacob, even when he was still hidden and hadn’t been detected.
Various fixes on sound effects – Vehicles, Lenz, DC Drone, and Foley.
UI/UX
We fixed a bug that caused the Companion Drone to activate when you pressed the ‘X’ key, instead of performing the scan. Now, pressing ‘X’ will correctly use the scan ability.
Fixed an issue where UI elements could appear across ARCADIA loading screens in build mode.
Art & Visuals
Fixed level of detail and texture issues in main campaign cinematics.
Vehicles
Fixed an issue where ambient vehicles could stop mid-drive, blocking other traffic.
We fixed a bug that caused a vehicle’s hood to get stuck when damaged, which would then create a repeating sound loop.
Animation
I noticed they squashed a bunch of bugs with how characters moved. Before, sometimes animations would just glitch out if I quickly changed direction or speed, but that seems fixed now. It’s way smoother!
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2025-11-29 06:18