GoldenEye VR v0.5.7
Horde grows up: four more maps, special rounds, tougher enemies and two-gun
rules, from players' feedback. Wreck's Mirror Mode arrives as a campaign, with
Bean and HD packs flipped to match. Facility's green flashes are gone.
Horde
- Maps: Archives, Bunker I, Bunker II, Control and
Facility. The host picks the map and a starting wave (1-50) in the
Horde rules column; a later start brings the points the skipped waves
would have paid. - Special rounds: waves 5, 15, 25... are an Oddjob swarm (many, small,
fast, weak); waves 10, 20... are boss rounds (Jaws, Xenia, Oddjob,
Trevelyan and Ourumov, one to three by party size). - Enemies: armoured Janus marines from wave 4 and Janus special forces
from wave 8, both a gun up. Guards run faster and shoot straighter as the
waves climb. - Two guns: a third from a wall buy or the box replaces the one in your
hand (or the older one); the prompt says which. The Moonraker Laser has a
finite pool. - Doors: every door the level lets open is open and stays open; wall buys
and the box stand clear of doorways. - Ammo crates: one death in three drops one (every boss does), each worth
twice as much, and you can pick them up at full ammo. Buying a gun adds its
magazine to the rounds you hold. - Bodies: a Horde run keeps at most 12 ragdolls, whatever Bodies stay is
set to; 22 of them slowed the game after three waves. - From PR #201's two-headset playtest: shared enemy ammo drops, the whole
starting party plays wave one, damage to a joining player, remote arm
poses, corpse cost, guards stalling in doorways.
Mirror Mode (Wreck)
- Wreck's August 2017 Mirror Mode is a solo campaign beside GoldenEye,
Goldfinger 64 and Tomorrow Never Dies: patch your own GoldenEye (USA) ROM,
choose Add Mirror Mode ROM... in the campaign dropdown beside START,
then Mirror Mode (Wreck). It keeps its own save; the watch runs
backwards. - Bean and HD packs work in it. Bean's rooms, sky and the objects Wreck
flipped are flipped the same way, the legal page's pictures turn over in
place, and the stage pictures are turned over. HD packs replace everything
Wreck left alone. Online play and GoldenEye X are off for it.
Mirror Mode.
Fixes
- Facility's green flashes: with anti-aliasing on, an eye image drawn
straight in could reach the headset holding only the fog colour. Every
multisampled frame now goes through the one-pass replay. The world behind
the pause menu, which flickered the same way, does too. - Posters and signs skewing with SpaceWarp: a decal no longer carries its
own motion; it moves with the wall it is painted on. - Spawns in every mode land on the floor and clear of other players and
objects. A co-op player joining a mission under way starts beside a
teammate, or by a pad in that teammate's room when there is no room beside
them (a joiner on Facility had started outside the level). - The Bean Runway plane keeps its hull at a distance; coincident Bean room
layers on the same image no longer fight.
Testing and known issues
- Checked on Quest 3: Horde solo on Archives (the pause menu, the second round),
Facility without flashes, Archives posters with SpaceWarp, a Mirror Mode
mission, Mirror Mode with Bean (rooms, objects, legal screen). - Not yet played: Bunker, Control and Facility Horde, swarm and boss rounds
on the headset, two-headset Horde with this build, a co-op join on Facility. - Runway's mounted guns that still shoot after a timed mine: not reproduced.
This build logs every hit on them; a log from the moment it happens would
settle it. - Facility: a few fog-coloured wedges at room edges remain (seen with
anti-aliasing off too).
Update and multiplayer compatibility
Download GoldenEye-VR-v0.5.7.apk or use Update in the headset launcher.
Updating over an earlier release keeps your settings. This APK contains no
GoldenEye, XBLA or Perfect Dark game data; use your existing game files.
Android version: 0.5.7; versionCode: 87; network protocol: 23.
Everyone in a lobby needs v0.5.7: v0.5.6 and older can't join.
APK SHA-256: 8ef92fdec810709ea403803a61f3aeaebf65678b7dbac4c931c9902b7dd9ef33