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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]

  • 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!