High On Life Build Notes – Fixes and Optimizations

  • General crash and progress blocker fixes including bad respawns in Douglas Mission and Jetpack tutorial
  • Improved PC performance across various hardware configurations
  • Improved performance across Xbox One, and Xbox Series platforms
  • Improved UI text and button readability
  • Localization fixes for incorrect/missing translations, subtitle timing, and overall readability
  • Fixed combat music playing at inappropriate times and music getting stuck during Krubis and Douglas missions
  • Fixed Blorto’s menu to display player’s warp crystal count accurately and adding a single-purchase limit to Warp Discs
  • Fixed commercials starting before the previous video completes
  • Fixed subtitles from remaining on screen after leaving the area or concluding conversations
  • Improved recommended default video quality settings detection on PC

CONTENT UPDATES:

  • General collision pass throughout to help prevent the player from getting stuck while venturing off the golden path on uneven terrain
  • General lookats, lipflap, and narrative animation polish pass on NPCs
  • General audio balancing and spatialization pass across SFX, Music, and Dialogue
  • General combat and balance passes on all Boss and Combat Encounters
  • Balance pass on the Skate Park Warp Base to earn more points per trick
  • Populated Highway Warp Base to now appear after completing the game
  • Improved visuals on projectiles for the Sweezy Bullet Rewind Mod
  • Improved visuals on Garmantuous attacks during final battle
  • Tuned slide bash to feel less floaty
  • Increased draw distance on environmental assets in Zephyr and Blim City
  • Improved player control over gun and enemy combat chatter within the settings menu
  • TV in the house will now continue to play videos after completing the game
  • Cleaned up dialogue pacing to feel more natural during various conversations
  • Enemies will despawn after their death animations are fully complete on Xbox One