MindsEye – Update 4 erschienen

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Build a Rocket Boy hat Update 4 für MindsEye veröffentlicht. Die englischen Patchnotes sehen so aus:

HIGHLIGHTS

  • PC & Console
    • UI: Added the ability to Skip Cinematics story telling
    • Environment: several improvements have been made to architecture and assets to help improve Memory, CPU and GPU performance
    • Art: general performance improvements: shaders, assets, collisions
    • Gameplay: Aim assist will focus on enemies in vehicle turrets over the driver
  • Build.MindsEye (Currently PC Only)
    • Added a new “Player Content” Tile to the MindsEye Play Menu where all Builders published content will be immediately available to browse and play
    • Updated UGC Moderation flow from Pre-Moderation to Post-Moderation
    • Player created content will now be automatically accessible in the new “Player Content” Tile
    • A new Tile for “Curated Content” has been added, that will highlight player created content featured by our Studio

RELEASE SCHEDULE & PLATFORM INFO:

  • Time: September 5th, 2025 – 10:00 BST / 11:00 CEST / 02:00 PDT
  • Platforms: PC, PlayStation 5, Xbox Series X|S
  • Download size and version information:
    • Steam: 15 GB (Version #: 5302548)
    • Epic Games Store: 15 GB (Version #: 5302548)
    • Build A Rocket Boy Launcher: 15 GB (Version #: 5302548)
    • PlayStation 5: 7.2 GB (Version #: 01.010.00)
    • Xbox Series X|S: 12.1 GB (Version #: 1.0.25.5859)

MINDSEYE PATCH NOTES

IMPROVEMENTS

  • Environment
    • Trailer Tanks in Free Roam now explode when shot at
    • Several improvements have been made to architecture and assets to help with performance
    • Improved weather change when player leaves the Factory at the start of Robin Hood Mission
    • Improved traversal on A New Job and Loose Ends missions where player may get stuck in certain assets
  • Visual Effects
    • Cutscene VFX performance improvements
    • Cutscene VFX management changes and Niagara system updates to reduce CPU spikes and overall frame rate
    • Disabled ambient rubbish to improve performance
  • NPC
    • Small performance improvement on Robots
    • NPCs that are aiming and in-cover now look more natural
  • Art
    • General performance improvements: shaders, assets, collisions
  • UI
    • Resolved inconsistent dropdown menu behaviour in graphics settings, ensuring reliable input response
    • Added the ability to skip cinematics
  • Audio
    • Audio Optimisation regarding Mass Vehicles
    • Music adjustments throughout MindsEye missions
    • Added Destruction SFX on Glass Bottle Props
  • Missions
    • Conditional dialogue now triggers with more natural pacing
    • The companion drone torch is now automatically enabled when entering or starting in dark areas
  • Animation
    • Optimised the ambient and civilian animations.
    • Exit/entry animations no longer play for driverless vehicles.
  • Gameplay
    • Aim assist will focus on enemies in vehicle turrets over the driver

BUG FIXES

  • PC & Console
    • Various Mission flow bug fixes
    • Fixed pixelated reflection in Rocket Transporter window
    • Fixed Industrial vent asset to help with performance
    • Resolved an issue where players transitioning from Meeting Marco Silva to Executive Paranoia could drive through objects and fall through the map
    • Fixed ambient animation glitches in Welcome to Redrock City
    • Fixed an issue where camera rotation was lost after cutscenes
    • Several lighting LOD pop issues fixed in cutscenes
    • Fixed a bug where burning vehicles wouldn’t transition to destroyed state
    • Fixed several traversal issues in world where the player may get stuck
    • Fixed an issue in The Ziggurat where a hole in wall allowed players to climb through and trap themselves
    • Fixed an issue in Oh Lily! where players could get stuck in Morrison’s Silo without a way to get back out
    • Fixed collision on glass roof of Silva Factory
    • Fixed a number of Character Model issues in cutscenes that made them look deformed and stretched for a few frames
    • Resolved Silva’s teeth looking too bright on medium/ lower settings on PC
    • NPCs no longer freeze when interacting with certain objects
    • Weapon Wheel hover SFX is now triggered correctly, without delays
  • PC only
    • The character Red Sand Male 25 is now available for use in Build.MindsEye
    • Fixed a UI issue where backing out of a submenu in ‘Build’ caused the second-last selected tile to remain highlighted
    • Fixed a bug where the ‘effects’ tile would remain highlighted after returning to Build mode from Play mode
    • Fixed an issue where the placement header text overlapped UI elements in the asset settings menu when playing in French
    • Fixed a bug causing specific Korean characters to appear invisible in vehicle spawner labels
    • Fixed a localization issue where the French translation of “Total PI” overlapped with the performance impact number in the top toolbar
    • Replaced the incorrect icon used for the MindsEye menu button in Play/ Build with a proper menu icon
    • [Min Spec Performance Improvement]: Disabled Nanite compute materials as it has a negative effect on GPU rendering time in our game, especially on older Nvidia Graphics Cards
    • [Min Spec Performance Improvement]: Fixed an issue where our Nanite render pipeline always used the Hardware Rasterizer path rather than correctly splitting between Hardware Rasterizer and Software Rasterizer
  • Console only – PlayStation and Xbox
    • Fixed a UI focus issue where the graphics settings tab failed to auto-focus on the first option when accessed on PS5 and Xbox

BUILD.MINDSEYE PATCH NOTES – PC ONLY

IMPROVEMENTS

  • Publishing UGC Content
    • Added a toggle to enable or disable Logic Nodes from being captured in the thumbnail capture of UGC Content
    • Logic Nodes
    • Timer Nodes improved; you can update or refresh their value at any time through multiple other logic nodes, and can now be refreshed infinitely
    • Timer Logic Nodes now support decimal places up to .000
    • Custom UI Nodes updated to always be set to “Node Active” = True, by default
  • Attributes Menu, Catalogue & Versioning
    • Minor QoL & screen position improvements to the Creator HUD, Attributes Menu & Tools
    • Minor QoL improvements to naming, duplicated items, missing thumbnails or icons in the Assets Catalogue
    • Updated the search functionality in Assets Catalogue to take into account both object name and the tags
    • Added a warning when the player reaches the maximum number of allowed versions when creating new versions
    • Added missing hotkeys to the Controls Panel for Inserting Path Points
  • Featured Stamps Updates
    • Multiple fixes and QoL improvements to existing set of Featured Stamps
    • Added more Stamps to the Featured Stamps tile

BUG FIXES

  • Removed EVERYWHERE vehicles from Build.MindsEye – those vehicles were made accessible unofficially, and we will bring them to MindsEye when they are ready
  • Fixed an issue where the AI Spawner Spawn limits and Performance Scores of spawners were not correctly calculated
  • New Performance Score applied to AI Spawners as follows:
    • AI Spawner – Performance Score: 10 / Max Quantity Allowed: 10
    • Individual AI NPC – Performance Score: 6 / Max Quantity Allowed: 100
  • Fixed an incorrect controls description for Build Collision Control List Keys; now correctly displayed as (B) instead of (P)
  • Improved camera behaviour in Build.MindsEye: your last position is now saved more frequently for a more reliable creation experience
  • Fixed an issue with erratic camera behaviour when using the Group Macro Node
  • Fixed an issue where players were unable to like Stamps with long names
  • Fixed an issue that prevented players from editing Stamp Descriptions that exceed the 220 character limit
  • Fixed an issue that caused vehicles to move very slowly, or not at all, when using Custom Speed on the Drive To Node
  • Grid snapping is now enabled on the XY Plane by default
  • Fixed an issue with Destructible Assets not being selectable
  • Fixed issues with Filtering in the Assets Catalogue
  • Fixed various issues with the Vehicle Selection UI Node
  • Fixed multiple issues with the Transform Variable Node and Advanced Transform Node parsing incorrect values into the Location and Scale Overrides
  • Stamp Attributes now display the correct Thumbnail based on the current Version selected
  • Fixed various issues with spawn-points and spawning in Build.MindsEye
  • Fixed various issues with the Physics Force Node causing objects to disappear
  • Fixed an issue where Foliage Assets were not searchable in the Catalogue
  • Fixed a crash caused when attempting to ungroup a group within a group
  • Fixed a crash caused by undoing creation and deletion of large Stamps
  • Fixed an issue with some deprecated assets being displayed in the library – which were discernible by having “DONOTUSE” in their name
  • Fixed texture issues on a number of assets in the Build.MindsEye Catalogue
  • Fixed an issue with missing Localisations for the Light Effects in Build.MindsEye