The Talos Principle 2 Update 2.006 Deployed This Jan. 26

The Talos Principle 2 Update 2.006

The Talos Principle 2 update 2.006 is out now, and this is the second patch released today for the game on PS5. This is tagged as patch version 1.1.0 and handles a long list of bugs, and introduces improvements too.

The Talos Principle 2 Update 2.006 Patch Notes for Jan. 26:

Hey everyone, the long-awaited 1.1 version of The Talos Principle 2 has left public beta and is now live on PC and Consoles! The update includes a lot of community requested changes such as: options to increase subtitles, terminals and compass size and WATER RIPPLES! The long waited photo-mode is now also available on consoles!

  • Added water ripples.
  • Added AMD FSR 3 (with Frame Generation).
  • Added extra decorations to the Lost Labs areas.
  • Added visual effect for locked elevator beam.
  • Toned down sky occlusion on some levels to avoid shimmering of DFAO effect and adjusted non-Lumen color to better match Lumen.
  • Reduced performance degradation when moving.
  • Fixed some of the ghost audio logs using incorrect models.
  • Fixed incorrect numbers on some of the character appearances in Photomode.
  • Fixed incorrect lighting on supported integrated GPUs from AMD.
  • Fixed the issue where Laser Beams were affecting the background when using TSR upscaling and Lumen.
  • Fixed a lot of instances where light was abruptly changing when not using Lumen.
  • Fixed a lot of shadow and AO artifacts both in Lumen and Non-Lumen configurations.
  • Fixed a lot of instances of premature Landscape LODing when using extreme FOV values.
  • Fixed a lot of instances of inconsistent pop-in of far-away structures across all levels.
  • Fixed “crazy-swaying” trees and grass across all levels.
  • Fixed visual issues with volumetric fog in the Prometheus Sequence level when GI quality is set to ultra.
  • Fixed an issue where long triangles on certain meshes were sometimes not rendered on AMD cards.
  • Various minor environment visual fixes related to crumbs, foliage distribution, missing terrain and holes in cliffs
  • Players can now sprint when moving backwards.
  • Left mouse button can now consistently be used to interact with objects.
  • A player is no longer required to press the Use button to use the elevator beam, instead it triggers automatically upon entering.
  • Dialogue options can now be navigated with keyboard arrows.
  • Most menus can now be closed by clicking the right mouse button.
  • Improved Guided Jump reliability.
  • Posters in the Chamber of the First Companions now display translatable text when aimed.
  • Most of the travel sequences are now skippable as long as story events related to those travel sequences have been experienced at least once (e.g. in another playthrough).
  • Increased the number of last stored Dialogue Logs from 10 to 20.
  • Added a slider that controls the Photomode window’s opacity.
  • Added HUD hints when using the Gravshifter.
  • Fixed the bug where third-person animations and camera were not working correctly after using Fast Travel.
  • Fixed the issue where photomode would sometimes be invoked with the field of view being set to zero and impossible to change.
  • Fixed the issue where the objectives panel would appear in a puzzle if the player restarts checkpoint while being inside one.
  • Fixed the issue where the character rotation slider in Photomode was not accounting for changed gravity.
  • Fixed an issue where using keyboard or gamepad to navigate in settings menu would not play respective sounds.
  • Fixed QR codes in the museum being readable from the backside of their panels.
  • Fixed the bug where the player could softlock themselves by falling out of the elevator with the help of the Photomode.
  • Terminal font size option will now affect content in palm reader terminals.
  • Added controller vibration (can be switched off in Controls settings).
  • Photomode inputs can now be remapped.
  • Sprint toggle option now behaves as sprint lock.
  • Added “Player Speed” setting. Does not affect sprint speed.
  • Added a setting to switch audio output devices.
  • Added a setting to change the third person camera’s relative position behind the player.
  • Added a setting that allows instantly teleporting to a gravity surface, instead of smoothly transitioning to it.
  • Added a setting to switch camera behavior when transferring to another body.
  • Added a setting to change subtitles size.
  • Added a setting to change compass size.
  • Added a setting to toggle developer console.
  • Added video previews for motion sickness settings and image previews for color blindness settings.
  • Enabled ambient occlusion in high GI quality preset.
  • Improved accuracy of auto-detection of GPU performance.
  • Limited texture and shadow quality options based on graphics card video memory size.
  • Fixed the bug where Video Settings auto-detect would set upscaling method and/or preset incorrectly.
  • Fixed an issue with sRGB gamma setting not saving between game sessions.

Puzzles:

  • Moved S3 Sphinx puzzle element to the correct location as indicated by the map.
  • Improved S3 Pandora secret setup.
  • Fixed a number of easy exploits where the player could enter a puzzle in an unintended way and/or finish the puzzle without solving it.
  • Fixed a number of errors related to collisions and item placements inside puzzles which were making puzzles too hard/too easy when encountered.
  • Fixed the bug where Avatar monuments statues didn’t have proper collision, which enabled the player to target Pandora receiver from any position.
  • Fixed the bug where some metal fence doors wouldn’t stay open in solved puzzles after restarting the game or checkpoint.
  • It is no longer possible to connect devices through one side of the plasma door which had collisions set up improperly.
  • In E2 “Loop” puzzle it is no longer possible to place drill hole and place it on pressure plate
  • In N2-5 puzzle it is now possible to turn off the fan instead of jumping into it to remove the cube from bouncing fans.
  • It is no longer possible to connect to the emitter in puzzle N2-1 from N2-3.
  • It should no longer be possible to connect to blue receivers before plasma doors are open on the N2-Lost1 “Field of View” puzzle.
  • S2-Gold “Out of the box” cannot be cheesed by putting a gravity beam over the plasma door and jumping into it anymore.
  • In W1-2 It is no longer possible to place the Connector on top of the Rail Drone + Cube using a metal beam which the player could climb on.
  • It is no longer possible to cheese E2-Gold puzzle by simply putting Connector onto the cube.

Other:

  • (PS5, XSX) Added Photomode.
  • Changed shader compression algorithm to eliminate crashes on certain system configurations.
  • Reworked audio engine for better surround support.
  • Added progress bar for shaders precaching.
  • Added benchmark.

If you still haven’t played the game yet, go read our review of it here to see what we thought of it.

Source: Reddit

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