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The Talos Principle 2 Update 2.006 – Bug Fixes, Improvements, and Patch Notes Available for Download

The Talos Principle 2 Update 2.006 has been released for all platforms and is now available for download on PC. The update brings several bug fixes, improvements, and patch notes. The file size may vary depending on the gaming platform you are using. So if you’re playing The Talos Principle 2, make sure to update to version 2.006 to experience the latest enhancements and fixes.

The Talos Principle 2 Update 2.006 – Detailed Patch Notes

Visual Changes:

  • Added water ripples, bringing a more realistic and immersive feel to bodies of water within the game.
  • Implemented AMD FSR 3 (with Frame Generation) for improved graphics performance and quality on AMD GPUs.
  • Enhanced the Lost Labs areas by adding extra decorations, creating a more visually appealing environment.
  • Added a visual effect for the locked elevator beam, making it easier for players to identify when the elevator is locked.
  • Toned down the sky occlusion on certain levels to avoid shimmering of the DFAO effect and adjusted non-Lumen colors to better match Lumen.
  • Reduced the performance degradation when moving, resulting in smoother gameplay and improved frame rates.
  • Corrected some of the ghost audio logs that were using incorrect models, enhancing the overall audio experience for players.
  • Fixed incorrect numbers on some of the character appearances in Photomode, ensuring accurate representation of characters.
  • Fixed the lighting issue on supported integrated GPUs from AMD, improving visual quality and consistency.
  • Addressed the issue where Laser Beams were affecting the background when using TSR upscaling and Lumen, creating a more polished visual experience.
  • Resolved instances where light was abruptly changing when not using Lumen, improving visual coherence.
  • Fixed shadow and AO artifacts in both Lumen and Non-Lumen configurations, resulting in a more visually pleasing environment.
  • Fixed instances of premature Landscape LODing when using extreme FOV values, ensuring consistent rendering of distant structures.
  • Resolved instances of inconsistent pop-in of far-away structures across all levels, enhancing the overall visual fidelity.
  • Fixed the issue of “crazy-swaying” trees and grass across all levels, creating a more stable and realistic environment.
  • Addressed visual issues with volumetric fog in the Prometheus Sequence level when GI quality is set to ultra, improving visual quality and immersion.
  • Fixed an issue where long triangles on certain meshes were sometimes not rendered on AMD cards, ensuring consistent and accurate rendering.

Gameplay:

  • Players can now sprint when moving backwards, allowing for more flexibility and control in movement.
  • The left mouse button can now consistently be used to interact with objects, streamlining the gameplay experience.
  • The player is no longer required to press the Use button to activate the elevator beam; it now triggers automatically upon entering, improving usability.
  • Dialogue options can now be navigated with keyboard arrows, providing more intuitive navigation during conversations.
  • Most menus can now be closed by clicking the right mouse button, improving convenience and user experience.
  • Improved Guided Jump reliability, ensuring that players can execute the move more consistently.
  • Posters in the Chamber of the First Companions now display translatable text when aimed, making it easier for players to understand their meaning.
  • Most travel sequences can now be skipped if the player has already experienced the story events related to those travel sequences in a previous playthrough, providing a more streamlined gameplay experience.
  • Increased the number of last stored Dialogue Logs from 10 to 20, allowing players to refer back to previous conversations more easily.
  • Added a slider that controls the Photomode window’s opacity, giving players more control over the visibility of the Photomode interface.
  • Added HUD hints when using the Gravshifter, providing helpful visual cues for players.
  • Fixed a bug where third-person animations and camera were not working correctly after using Fast Travel, ensuring a smooth transition between gameplay states.
  • Fixed an issue where Photomode would sometimes be invoked with the field of view being set to zero and impossible to change, allowing for a more seamless Photomode experience.
  • Fixed the issue where the objectives panel would appear in a puzzle if the player restarts a checkpoint while inside one, improving puzzle immersion.
  • Fixed the issue where the character rotation slider in Photomode was not accounting for changed gravity, allowing for more accurate positioning of the character.
  • Fixed an issue where using the keyboard or gamepad to navigate in the settings menu would not play respective sounds, improving accessibility and feedback.
  • Fixed QR codes in the museum being readable from the backside of their panels, ensuring the correct interaction with QR codes.
  • Fixed a bug where the player could softlock themselves by falling out of the elevator with the help of Photomode, preventing unintended gameplay states.

Options:

  • Terminal font size option will now affect content in palm reader terminals, improving readability.
  • Added controller vibration, which can be switched off in Controls settings, allowing players to customize the controller feedback experience.
  • Photomode inputs can now be remapped, providing more flexibility for players to customize their controls to their preferences.
  • Sprint toggle option now behaves as sprint lock, giving players control over how they activate and maintain sprinting.
  • Added a “Player Speed” setting that does not affect sprint speed, allowing players to adjust the movement speed to their preference.
  • Added a setting to switch audio output devices, allowing players to choose their preferred audio output device.
  • Added a setting to change the third-person camera’s relative position behind the player, giving players control over their preferred camera perspective.
  • Added a setting that allows instantly teleporting to a gravity surface instead of smoothly transitioning to it, providing a faster and more efficient means of navigation.
  • Added a setting to switch camera behavior when transferring to another body, allowing players to choose their desired camera behavior during body transfers.
  • Added a setting to change subtitles size, improving accessibility and customization for players.
  • Added a setting to change compass size, making it easier for players to navigate and orient themselves within the game world.
  • Added a setting to toggle the developer console, providing advanced users with additional customization options.
  • Added video previews for motion sickness settings and image previews for color blindness settings, allowing players to preview and select the most comfortable visual settings for their needs.
  • Enabled ambient occlusion in high GI quality preset, improving the visual realism and depth of the game world.
  • Improved the accuracy of auto-detection of GPU performance, ensuring optimal graphics settings for players’ systems.
  • Limited texture and shadow quality options based on graphics card video memory size, optimizing performance and stability for players.

Fixed Bugs:

  • Fixed a bug where Video Settings auto-detect would set upscaling method and/or preset incorrectly, ensuring accurate and optimized graphics settings based on players’ systems.
  • Fixed an issue with sRGB gamma settings not saving between game sessions, allowing playersto maintain their preferred gamma settings consistently.
  • Moved the S3 Sphinx puzzle element to the correct location as indicated by the map, ensuring puzzle consistency and accuracy.
  • Improved the S3 Pandora secret setup, enhancing the overall puzzle experience.
  • 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, preserving the intended challenge and gameplay progression.
  • Addressed a number of errors related to collisions and item placements inside puzzles, ensuring the difficulty level of puzzles aligns with the intended design.
  • Fixed a bug where Avatar monument statues didn’t have proper collision, which enabled the player to target Pandora receiver from any position, preserving the puzzle’s intended difficulty and interactivity.
  • Fixed the bug where some metal fence doors wouldn’t stay open in solved puzzles after restarting the game or checkpoint, maintaining puzzle consistency and integrity.
  • Prevented the possibility of connecting devices through one side of the plasma door, which had collisions set up improperly, ensuring correct interaction with puzzle elements.
  • In the E2 “Loop” puzzle, it is no longer possible to place a drill hole and place it on the pressure plate, fixing an unintended and exploitable solution to the puzzle.
  • In the N2-5 puzzle, it is now possible to turn off the fan instead of jumping into it to remove the cube from bouncing fans, providing a more intuitive and intended solution.
  • Prevented the possibility of connecting to the emitter in puzzle N2-1 from N2-3, preserving puzzle progression and intended solution paths.
  • Fixed an issue where players could connect to blue receivers before plasma doors were open on the N2-Lost1 “Field of View” puzzle, maintaining puzzle integrity and progression.
  • Prevented the possibility of cheesing the S2-Gold “Out of the box” puzzle by putting a gravity beam over the plasma door and jumping into it, ensuring the intended challenge of the puzzle is maintained.
  • In W1-2, it is no longer possible to place the Connector on top of the Rail Drone + Cube using a metal beam, preventing unintended and exploitable puzzle solutions.
  • Prevented the possibility of cheesing the E2-Gold puzzle by simply putting the Connector onto the cube, maintaining puzzle difficulty and intended solution paths.

Other Changes:

  • Added Photomode for PS5 and XSX platforms, allowing players to capture and share their favorite in-game moments.
  • Changed the shader compression algorithm to eliminate crashes on certain system configurations, improving stability for players.
  • Reworked the audio engine for better surround sound support, enhancing the overall audio experience and immersion.
  • Added a progress bar for shaders precaching, providing visual feedback on the progress of shader loading.
  • Added a benchmark feature, allowing players to test their system performance and optimize graphics settings accordingly.

 

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Tyler Hromadka
Tyler Hromadka
Tyler is working as the Author at World Weekly News. He has a love for writing and have been writing for a few years now as a free-lancer.

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