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Fixed note in basement
Re-scaled Tower so that scope works (PI-LH)
Added Watch tower to rear of camp (PI-LH)
Fixed Ladder witch doctor bug (head and arms shrink)
Fixed Scope Sky Clipping / Clear Flags
PRAT POV will no longer toggle during climbing activity
Fixed brain-dead skinwalker outro
Optimized Black Water Intro / Outro (reflection issues)
Fixed hole where skinwalker players could "escape" and be stuck
Fixed issue where keybinding display would not load on certain maps
Update v20190217:
A new map is here!
Longhorn is now playable! Longhorn is a larger map for Paranormal Invasion that was requested by a player. The map includes a large open air-strip / miltary outpost in the middle of nowhere with an AKM Full Auto Sniper. I am looking for feedback or suggestions on this map. It has some room for improvments / additions so let me know! Other side notes: Press M to toggle the music and N to toggle Night Vision on the scope (there are keybindings as well)
Improvements
Blind change to loading priority in an attempt to help people who are not providing any information on performance issues. (this basically slows loading down for low budget hardware)
Optimized tree colliders (TH) to improve loading performance (Nice fps bump too)
Updated Shadow settings for mountains (Performance Related)
Added new "Very Low" quality setting - lots of downsampling, LOD decreases.
Adjusted sampling for non-"High" settings
Reflection probes will now disable on lower settings to prevent "vasaline effect"
"Very High" settings no longer experimental
Cleaned up some ragdoll issues with Skinwalker
Skinwalker corpse will now shrink
Added new Paranormal Invasion Map "Longhorn"
Added AKM-S (Currently Longhorn only)
Added "Chief Buffalo" artwork from one of the Testers (Longhorn Easter Egg).
Fixed some minor AI issues
Added music loop to Invasion (Turn off/on with "M")
Update v20190208:
Black Water clouds are now more ominously lit
Black Water multiplayer will now disconnect players when the host leaves
Fixed LOD issue with tree from lobby camera
Tweaked AI priorities
Aliens will now, of their own accord* choose at random to target a player over barriers when that player is within reach. Meanwhile other aliens may choose to destroy barriers during this same window in the AI targeting cycle. The result will be a better balance between attacking aliens and aliens removing barriers
Aliens will now of their own accord* when confronted by another player defending a given location drop their previous ambitions and attack that player (i.e. if a player is between a teammate and the alien, the alien will attack that player instead)
Paranormal Invasion is now objectively more difficult due to AI changes.
Added indicator to church escape to guide you to the escape route
Update v20190129:
Fixed bug where skinwalker would sometimes attack where the player was
instead of where he is currently.
Fixed issue with Corn Farm UI
Added fan art to fridge in "The House"
Update v20190128:
Patch Includes:
Improved skinwalker pathfinding
Skinwalker is now aware of multiple players
Skinwalker will no longer disable unless another player(s) becomes the skinwalker(s)
Skinwalker health will increase for every player that joins
Skinwalker seems a bit more "unpredictable"
Skinwalker audio sync for mp
Added death cam to Blackwater
Death cam activation delayed by 10 seconds
Changed arbitrary multiplayer cap from 4 players to 8 players (Let me know if you want more and how this works. I don't have 8 people to test)
Update v20190128 hotfix:
Reverted new inputs that were causing issues with Blackwater.
Update v20190125:
Added small and large health kits to Paranormal Invasion mode that appear in various locations as the waves progress
Setup resolution / quality startup dialog to persist settings and avoid runtime issues with resolution.
Resolution and graphics settings are now saved
Toggle Fullscreen with ALT+Enter
Updated shrink/cleanup for "Big Guy" in story mode
Added death camera to both paranormal invasion maps (improvements in the future)
Settings are now saved before a loading transition to retain desired brightness in the event the lighting was not saved.
Updated a metal shader for pipes with less emission because it looked goofy
Fixed a bug where resolution did not update correctly when attempting to update before the end of a frame
Added new experimental "Very High" quality setting (not totally stable yet)
Update v20190111:
Multiplayer ~ 60-120 FPS at recommended specs:
Removed frequent erroneous check for local player (Performance).
The House ~ 60-180 FPS at recommended specs:
Batch Draw Processing for Trees to improve performance
Decreased the number of tracked collisions for snow particles to improve performance
Decreased the amount of snow "kickup"
Decreased the overall amount of snow falling
Increased speed of snow fall
Black Water ~ 60-120 FPS at recommended specs:
Changed water reflection behavior (performance)
Update v20190105:
Removed Barn stall doors to prevent hiding
Moved Corn Farm Lobby camera so that it doesn't have to render so much corn.
Increased health of some aliens so they can kill you more.
Moved precariously placed objects away from bottlenecks to minimize getting stuck when rushed by aliens
Moved shotgun ammo on corn farm to a more convenient location when the barriers are up
Added extra colliders to objects in proximity to the barn wall to prevent getting stuck
Multiplayer will now start with more pistol ammo to offset increased enemy heatlh
Decreased hit box size slightly on all aliens
Corn LOD is now more aggressive to improve performance when staring at Corn.
Decrease enemy attack interval (decreased damage)
Decreased durability of crates to prevent exaggerated smashing times
Zombie death bug - damage handlers will now do additional synchronization for health
Death is now a network synced event (vs just syncing health)
various optimizations for "Corn Farm"
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