Latest Pulsetense News

Solarix’s fourth patch is ready! Version:1.4

Posted 7 Oct 2015 by at 2:04 pm GMT

Hi all!

Here is the fourth patch fixing some corrupt save game issues and fixing some framerate problems.

Patch notes:

Fixed Corrupt Save bug in chapter 5, preventing players complete final objective

Fixed Corrupt Save bug, making players invincible upon reloading in chapter 9 and chapter 11

Improved framerate for RainFx for chapter 2

Improved framerate for all smoke effects in chapter 3-6 and 7

Collision optimizations in chapter 4

Improved frame rate for chapter 7

Added extra randomization for the sound effects & ambient voices to enhance audio experience when replaying the entire game.

Post a Comment

Solarix’s third patch is out! Version : 1.3

Posted 3 Jul 2015 by at 9:18 am GMT

Hello Solarix fans!

We are happy to inform you about our latest patch which brings our sci-fi stealth horror game Solarix to version 1.3

Here are the patch notes:

We have added more check points to the overall of each chapter since even on easy difficulty, the game is now more challenging

Pistol crosshair is now in red color, as requested by some players to improve aiming in brighter areas.

Added auto-weapon switch functionality, when you pick up weapons and items for the first time, to focus better on the related tutorial
Increased flash-light radius and brightness to see in the dark areas better

Miner-Zombies have much better sight radius and vision abilities now to detect the player, even on easiest difficulty. This would add extra tension and challenge in the related chapter.

Alert periods are increased for some of the soldiers, in a randomized manner. Some of the guards are more paranoid now, they will insist in searching for the player “more” when they become suspicious. We haven’t applied this to whole of the guards to balance “randomization” of A.I and some “unexpected” behavior will now add more tension. Be even more careful now, about not to alert them, since some soldiers might not give up until they search every near nook and cranny once they are suspicious.

Soldiers now have limited clip-ammo size for the machine guns. This means that when you are caught, they will still try to hunt you down mercilessly but when they run out of ammo for each clip, they will play reloading animation. Because of this, players will have a bit more “extra time” to manage their escape when they are caught.

One of the criticism to the A.I was that their patrol routes were easy to detect and memorize. Now, we added some randomization to patrol routes of certain guards. Some of them will randomly switch to alternate paths while patrolling. Now, players have to be more careful if they want to knock them out during their patrol routes because it is more “randomized”.

Some of the soldiers & cyborgs now work in teams, alert one, he might “notify” his closest buddy. However, we randomized this feature to add more realism to the A.I. Some of them would prefer to investigate “solo” when they sense danger, some of them would want to work in teams all the time.

Some of the cyborgs have better sight radius and vision abilities now to detect the player, even on easiest difficulty. This would add extra tension and challenge in the related chapters.

Fixed A.I Pathing problems around crew quarters in chapter 7 by adding a sound proof volume.

Fixed some collision problems & A.I Pathing issues in chapter 4 and chapter 5

Fixed A.I Pathing around crew quarters in chapter 7 by adding a sound proof volume.

Added more easy-to-understand objective descriptions to chapter 2 and chapter 7

Post a Comment

Solarix Patch 1.2 Released

Posted 15 May 2015 by at 6:51 pm GMT

As we have stated, we’ll keep on patching Solarix and making every possible improvement based on the whole feedback we have received. Keep on giving us feedback please!

Here are the v1.2 patch notes :

  • Increased player interaction distance : Now players can pick up throwable objects and items and interact with doors more easily.
  • Increased crouching speed : In all difficulties crouching speed has been increased, as expected you’ll have slower crouching speed on harder difficulties.
  • Major overhaul to the electro shocker/tazer gun : Now both aiming and hitbox detection of the tazer gun has been improved, which should be easier and more reliable. You still have to aim from behind and you still have to be careful not to alert guards by making noise when approaching them from behind.
  • Added more check points all across chapters and allowed multiple saves to certain check points.
  • Fixes certain key items not being pick-upable on medium and hard difficulty.
  • Extra improvements & fixed terrain collision problems. Player should move more smoothly over terrain now both in running and crouching mode.
  • Removed keycard access to Mines entrance in chapter 3. Now that door doesn’t need keycard, in case people forget about it and don’t want to backtrack.
  • Adjusted player’s jump height to avoid collision problems on certain world objects.
Post a Comment