Torment: Tides of Numenera - Beta Patch 1

Aubrielle

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InXile released Beta Patch 1 for Torment: Tides of Numanera today. The changelog is huge, but they've updated almost every aspect of the game. Some highlights are listed below:

Hello everyone,

Today we are pleased to announce patch 1 for Torment: Tides of Numenera's beta/Steam Early Access release. This patch corrects a number of critical bugs our community reported and also has some feature and gameplay improvements across the board. Enjoy!

Note: This patch may be incompatible with your previous save files due to changes in our save/load system. If you experience bugs as a result of loading up old saves, we recommend starting a new game.

Highlights


  • Heavy optimization pass to Fathom 13 scene.
  • Camera improvements.
  • Large balance passes.
  • Added hotkey support to the interface. Press I for Inventory, C for Character, M for Map, B for Quick Abilities, V for Quick Items, and J for Journal. Escape should close out of these menus, as should pressing their respective keys while the UI is open. Customizable hotkeys are not yet available.
  • Added Autosave functionality with three rotating slots.
  • Added Quicksave/Quickload functionality. Press F5 to quicksave, F6 to quickload.
  • Added a Shins (currency) display to the Inventory screen.
  • The camera should no longer pan while a menu is open.
  • Manifold miscellaneous optimizations to performance.
  • Updates to portrait artwork.
  • Fixed Broken Dome bug that could cause the intro cutscene/conversation to not play correctly. Should also fix misc. bugs that could be caused by user interface inputs falling through the UI.
  • Fixed Cypher Sickness not saving properly.
  • Fixed combat freeze-ups that could occur with repeat save/loads.
  • Cyphers can now be dragged to other characters. Cypher Sickness should no longer multiply in effect after save/load.
Issue with movement getting stuck on scene transition should no longer occur.
More details.

More information.
 
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biggest issue for me so far is having only 13 potential combat encounters in the game. I really wanted to do one playthrough as a lumbering glaive but that seems a bit pointless. Of course you can apply strength to other tasks but roleplaying a fighter who only bends bars and kicks down door feels... odd.
 
Do you mean 13 combat encounters in the beta or the entire game? I thought there would be a little bit more than that.
 
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That is very surprising indeed. Just out of interest where are you getting this information from? I have tried looking in the forums but don't see anything mentioned. I'm not doubting you I am just interested as it seems like it would be difficult to sustain a 30-40 hour game time with so little combat. I was kind of thinking it might be around 40 battles.
 
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biggest issue for me so far is having only 13 potential combat encounters in the game. I really wanted to do one playthrough as a lumbering glaive but that seems a bit pointless. Of course you can apply strength to other tasks but roleplaying a fighter who only bends bars and kicks down door feels… odd.
That is not true. You have 13 crisis but more potential combat encounters.
 
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I thought every combat encounter was a full fledged crisis.

So there are trash combats?
 
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