Gambit Patch - A whole jamboree of changes and fixes!
Hey Sand Lizards,
Today's patch comes with a whole jamboree of fixes/changes! We have read every single comment, review and feedback in the past few days, and instead of getting a post-release shuteye during the Easter weekend, we started working on this patch based on reports by you lovely folks.
Keep the feedback coming!
[h2]CHANGELOG[/h2]
[h3]GENERAL ISSUES FIXED[/h3]
[h3]MULTIPLAYER-SPECIFIC GLITCHES REPAIRED[/h3]
[h3]MUNICIPAL MAYHEM BUGS SQUASHED[/h3]
Thanks y'all, see you around!
Today's patch comes with a whole jamboree of fixes/changes! We have read every single comment, review and feedback in the past few days, and instead of getting a post-release shuteye during the Easter weekend, we started working on this patch based on reports by you lovely folks.
Keep the feedback coming!
[h2]CHANGELOG[/h2]
[h3]GENERAL ISSUES FIXED[/h3]
- The “Gun Fever Ready!” message did not appear on the HUD, only on the player’s watch.
- Gun Fever weapons should no longer freeze in the air upon activation.
- The sound FX of Frank’s chainsaw Gun Fever weapon should no longer get stuck.
- The player’s hands followed real hand movements in a choppy way.
- The player’s hand pose could get stuck when interacting with various objects (primarily Ammo Vending Machines and Treasure Stations).
- We have improved the quick-reload feature for the revolvers.
- Ammo could be frozen in mid-air by dropping them quickly one after another from the hand or the weapon.
- Grenades no longer freeze in the hand if we try to transfer them to our other hand at the moment of explosion.
- Pressing the trigger at the moment of explosion created an invisible grenade in the player’s hand.
- Pressing the trigger button while pulling the chain on a chain-operated door froze the player’s hand pose.
- Players were able to equip and purchase locked attachments by adding several attachments to a firearm at once in the Armory.
- Pulling the door of the cargo wagons in the Lobby with one hand (while keeping the other hand close to the opening lever) froze the player’s hand pose.
- Doors that spawn enemies should no longer open in a choppy way.
- Treasure Stations sometimes awarded negative rewards (-$1).
- The superhero landing could get stuck if the player did not land on flat ground or continued to fall after landing.
- The leaderboard UI button layout has been made more ergonomic.
- A new poster had been placed to the Armory advertising the Municipal Mayhem game mode (explaining the source of the weapon upgrade tokens).
- We filled in several holes on various map sections that allowed players to see outside of the map, breaking the immersion.
- We fixed the incorrect hand offset issue with the first-generation Rift controllers.
[h3]MULTIPLAYER-SPECIFIC GLITCHES REPAIRED[/h3]
- The game often crashed when restarting or reloading the map.
- Accepting an invite sent from a non-Oculus/Meta headset outside of the game caused a crash for both parties.
- We significantly reduced the chance of players being teleported out of bounds when teleporting to the shelter in co-op.
- Grabbable objects could no longer be frozen for a later joining player if a buddy AI impersonating the joining player had already grabbed it.
- We fixed an issue where if a player left the game immediately before a cutscene, the other players could not trigger that cutscene.
- The buddy markers that could be turned off in the OPTIONS menu did not always appear in the on position.
- We added an Australian server / selectable region.
[h3]MUNICIPAL MAYHEM BUGS SQUASHED[/h3]
- Players were able to shoot other players from certain spawn points before the start of the game mode.
- The progress counter on the results screen has been improved.
- The progress counter played an incorrect animation when a player had 0 points and finished in the last place.
Thanks y'all, see you around!