MindsEye Title Update 6 Released – Full Patch Notes

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 разбираться

Патч 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