Transliminal: Beyond The Backrooms
v0.0.9855a
Encroaching Entities III Update
It's been a long time coming. But Transliminal now has three new entities and myriad much needed fixes and quality of life tweaks.
The following has been added or changed for
'Transliminal: Beyond The Backrooms' v0.0.9855a:
New Additions
You may now return the fully assembled doll to Mother
Windows will now take you to a new location
A new ending is available
Phase Emitters may now be removed from the Heart of Electrics Gateway after being installed.
The Item inventory list, Keys list, and Objective list now sort alphabetically and arrange Items as they are collected dynamically
Blunt hits to the player will now cause knockback in the opposite direction
Baby Dolls can now be picked up and thrown
UI indicator of how many animated Baby Doll entities exist
New ambient noises in Playgrounds
More room variation in Run Down, Dilapidated, and Ruins quality areas of Level 0
More Variation in sanity based alternate Level 0 map
New music played on phonographs
New voice lines
New sound effects
A Castle rests atop the tallest hill in the center of The Playgrounds
Defeating a Baby Doll entity while in The Playgrounds results in Red Time
Some doors are now barricaded
You may choose to throw the assembled baby doll into the fire
Clumps
Hounds
A familiar entity will now lurk in appropriate variations of Level 0
There is now an option to Toggle Sprint in the Controls menu
The Sprint Key may now be rebound
An Emitter may now be found in The Hospital
Assets added to some Hospital rooms
Instead of only a pair of eyes, Mother’s true form closes in on you when in her realm
Playgrounds background scene for title screen if the game was saved there
The top ramp of Level 1 can now lead to The Blacktops
New Audio in Level 1
PA Loudspeakers
Old time radios
4 New collectable Sketchbook pages
Hobbytown Display Arch walls added to some Level 0 Areas
PA Speaker Poles in Playgrounds may play 3 different songs now
Added particle effects and puddles to Drain Grates with running water and changed texture speed of running water
Entities now add to a threat meter once spawned and subtract from the threat meter once destroyed or out of range. The Threat meter decides certain actions like the protagonist speaking or not
Holding the Status Key(Tab) will now open the Status Menu and tapping it will show quick status details
Getting inside of a locker and closing it will now make you “hidden”
Howlers may now spawn in all Level 0 Complex Variants
Improved Howler wall navigation
The Aberrant Daemon ‘Mother’ can now be defeated
New voice lines and sound effects related to new content
3 New Achievements
Peeking around corners may be disabled in the SYSTEM>CONTROLS Menu
Rain in some “outdoor” areas
Washboard color variations in Level 0
Tweaks/Fixes
Controls are now properly restored after teleporting to the Playgrounds with a Memberberry, or teleporting there via gateway
The game will now save each time upon entering a different level
Fixed player position script that wasn’t enabled to properly transport to alternate Level 0 maps
Start Menu mask now changes width depending on aspect ratio to prevent masking inconsistencies
Changed method for step sound effects that should reduce stuttering
Added manual Garbage Collection during scene loads. Should help the game from being less performant the longer you play
Corrected import settings on many texture maps
Baby Dolls will now also appear at night in the Playgrounds
Lower occurrence chance and quantity for moai heads that can appear in the Playgrounds
Raised and simplified the collider of Wind Turbine
Raised area trigger of playgrounds effects
Baby Dolls now have glowing yellow eyes
Baby Dolls are now able to be defeated by throwing them into fire
Eating a Backshroom while completely insane will reduce Health. It will still increase Nourishment when in Survival Mode
Increased radius of rainbows in playgrounds so they won’t clip through water towers
Fixed walls erroneously disabling themselves in the Pitfalls room of the Complex Level 0 map during the Threshold ending
Corrected error in Tic-Tac-Toe script that was prematurely activating or preventing activation of event scripts
Windows are much more likely if all 6 Doll Parts have been collected
The amount of Baby Dolls no longer increases when the Entities option is off
Changed how the amount of Baby Dolls in the world are calculated
Extended culling range & fog distance in Playgrounds
Fixed behavior, smoothed animation transitions, and added sound effects to Jungle gym mimics
The Compass notification now appears when entering playgrounds
Material tweaks
Fixed the widow exit on level 0 not having any ceiling tiles
Only the most recently installed Phase Emitters may be uninstalled
Phase Emitters can no longer be installed when the menu is open
Picking up non-hostile Baby Doll entities will make them hostile
When sitting on a couch there is now a small time delay before you are able to stand. This should prevent some instances of TV Bob not playing the video
Adjusted the volume of some voice lines
Lowered the sanity level needed to spawn Red Oval Sky Ceilings in pools
Increased LOD distance of some walls
Smilers can no longer attack after they have been shot with the Phase Emitter
Capacitor collection is now only possible if the Phase gun has less than maximum charges
Added colliders to Large Hill in playgrounds that were previously able to be clipped through
Fixed instances where player dialogue subtitles would stay on screen when entering the castle
Capacitor collection screen no longer appears when collecting a recharge
Puddles around drains at the bottom of the scale Pools puzzle room now appear at an appropriate time
Fixed misaligned computer screen overlays
Increased the rate at which The Lantern burns fuel
Smilers no longer award max sanity if scared away by the Lantern
Slightly increased the length of the Phase Emitter beam
Fixed issue where protagonist voice lines would sometimes play inappropriately
Fixed some world blocks in Level 0 variants and Async Threshold ending maps that were spawning twice on top of each other, causing huge lag
Fixed wall bounds that were visible on some level 0 wall components
Dumpster color variations
Lower quality areas of Level 0 may have construction walls
Fixed visible bounds on some Level 0 walls
Added better colliders to some objects
Fixed walls that had no bounds in Level 0 Crosshalls world blocks
All objects that can be sat on now have a delay before you can stand back up. Fixing what I dub, “The Zoomer Problem”
Fixed invalid script assignments on some objects that were causing crashes to the desktop
Fixed pool chairs that wouldn’t let you stand up
Improved Hound behavior
Improved Clump behavior
Fixed issue where construction walls would have solid wall props and decals
Some Protagonist vocals rearranged for use in different situations
Bacteria/Howler is affected by Phase Emitter Beam
Fixed and improved accuracy of Deathmoth hitboxes
Fixed audio that wasn’t playing during Clump Actions
Properly tagged obstacle objects that were untagged
Removed some instances where the protagonist makes incorrect comments upon entering some areas
Changed script setting that would result in certain world blocks having no floor
Loading or teleporting to Level 1 will no longer put you back in the elevator
Screens on the Gateway Console are now presented at full resolution on any graphics setting
Changed the dimensions of some Reflection probes in upper level window blocks
Hounds may spawn on the higher floors of Level 1
Shadows and Fog may spawn on the lower floors of Level 1
Slightly reduced chances of PA Speakers in Playgrounds
Fixed Title screen pools not having any water
Fixed wooden chair detail map
Fixed ceiling smiler not being able to be shot with Phase Emitter
Resized Clump colliders to prevent them from clipping through things
Changed Level 0 arch wall chance method to prevent it spawning in rooms with no floors or ceilings
Lowered chance of Level 0 arch walls
Better validation on all level 0 world blocks featuring arch walls
Changed the way Locker internal components activate and spawn
Removed Locker door collider when door is open or opening
Increased Hound range before it attacks
Fixed script that was preventing new audio tracks from playing on PA Speakers
Clumps are now light sensitive
Fixed script error that was preventing the toggling of Survival Mode
Crawlspace dissolve wall actually dissolves now
Slightly Increased Ceiling Smiler kill range. And changed the physics layer of the Kill Trigger
Smiler Phase animation now disables the kill trigger to prevent being killed by a Smiler while it’s in its death throws
Added a vision range to Clumps so they don’t only chase when you get close
Corrected the size of the Menu Mask on 4:3 and 16:9 ratios
Increased Hit radius of Howler Strikes
Howler properly phases when shot with emitter
Status popups will disable upon pressing the Status key and upon opening the menu
Fixed some barricaded doors that were able to be opened before clearing
Fixed floating Pools platforms
Fixed doors with possible barricades not being able to be opened if no barricades spawn
Elevator will now only spawn in Level ACID/Glitch when arriving there by elevator
Replaced some wall structures that weren't spawning via prefabs
Ceiling vents in Level 0 now have duct work
Thanks to everyone who has continued to support the development of this very complex project.
I appreciate the patience while waiting for new content.
Next up;
The Offices of Level4
The Infinite City
&
The Beast Of Level 5
And so much more!
_-=[ ComAdore ]=-_
Changed files in this update