Day Three Patch
[p]Hey everyone,
The team has been reviewing the most common pain points players are still running into. Although fixes for these are not included in this smaller patch, we'll lay out what some of those issues are first.
[/p][h3]Game Introduction[/h3][p]We recognize that our prologue can feel overly drawn-out in both narrative and gameplay. From our observations, players are averaging anywhere between one and three hours for Chapter 1 ("Unicorn") alone. For a mission that we consider to be a 'tutorial', that is way too long. We’re assessing ways to streamline early pacing and clarity without disrupting core structure.
[/p][h3]Performance[/h3][p]Performance varies depending on hardware, with AMD GPU users seeing more noticeable drops. There are still general optimizations we can make across maps and systems, though improvements will come in small, ongoing updates rather than big sweeping changes.
[/p][h3]NPC/AI Behavior[/h3][p]Compared to other great stealth installments, our AI has areas that could feel tighter. Their sensory response isn’t always predictable in ways players expect from the genre, and could benefit from further refinement. We’ll be testing some of your feedback here, though any tuning will be gradual and iterative.
[/p][h3]Patch Notes[/h3][p]• Fixed issue where the player could get stuck on Christmas props
• Fixed upgrade bugs on Holdout (Overcharge and Infinite Ammo now work)
• Fixed issue in Pursuit where players could vault a shelf
• Closed up holes in Hack Master Server in Information Game
• Fixed very visible seam in Going Shopping
• Fixed issue where enemies could spawn behind a door inside of Visitors Only
Good hunting.[/p]
The team has been reviewing the most common pain points players are still running into. Although fixes for these are not included in this smaller patch, we'll lay out what some of those issues are first.
[/p][h3]Game Introduction[/h3][p]We recognize that our prologue can feel overly drawn-out in both narrative and gameplay. From our observations, players are averaging anywhere between one and three hours for Chapter 1 ("Unicorn") alone. For a mission that we consider to be a 'tutorial', that is way too long. We’re assessing ways to streamline early pacing and clarity without disrupting core structure.
[/p][h3]Performance[/h3][p]Performance varies depending on hardware, with AMD GPU users seeing more noticeable drops. There are still general optimizations we can make across maps and systems, though improvements will come in small, ongoing updates rather than big sweeping changes.
[/p][h3]NPC/AI Behavior[/h3][p]Compared to other great stealth installments, our AI has areas that could feel tighter. Their sensory response isn’t always predictable in ways players expect from the genre, and could benefit from further refinement. We’ll be testing some of your feedback here, though any tuning will be gradual and iterative.
[/p][h3]Patch Notes[/h3][p]• Fixed issue where the player could get stuck on Christmas props
• Fixed upgrade bugs on Holdout (Overcharge and Infinite Ammo now work)
• Fixed issue in Pursuit where players could vault a shelf
• Closed up holes in Hack Master Server in Information Game
• Fixed very visible seam in Going Shopping
• Fixed issue where enemies could spawn behind a door inside of Visitors Only
Good hunting.[/p]