Day Two Patch
[p]Hey everyone,
Today’s update continues our push to smooth out rough edges and tune the game based on the situations you’ve been running into. We’re working quickly, but we’re also being careful not to break existing progress. Everything in this patch is still safe for your current saves.
[/p][h3]General Changes[/h3][p]• Fixed error where opening the gadget wheel on death would hard-lock the player
• Held knife is now effectively an instant-use (removing the need for charging it)
[/p][h3]Holdout Mode Balancing[/h3][p]• Holdout player now takes 40% less damage from Enemy AI
• Increased number of Holdout Store options from 6 => 9
• All Holdout weapons are now 50% cheaper (besides from the Detective Revolver, that is only 25% cheaper)
• All Holdout gun attachments are now much more expensive
• Fixed hole where Doorstop should have been in The Vault
[/p][h3]Chapter 1 - "Unicorn" Changes[/h3][p]• Fixed issue where you could vault through the cross-shaped holes in certain walls
• Removed player collision from grass (seen on rooftop)
• Fixed issue where static civilian in front of "The Back Door" would not loop its idle animation
• Fixed collision issues on left side of rooftop before jump-off (towards Pursuit)
• Fixed water visible in parking lot
• Fixed duplicated death actor found at the end of the Elevator cinematic
• Fixed floating light on rooftop
• Fixed collision for the 'drunk' NPC during Eli's walk home
• Fixed a lot of geometry holes in pantries in Unicorn. Eli's room and others.
• Fixed wall at room 5008
[/p][h3]Chapter 2 - "Pursuit" Changes[/h3][p]• Fixed issue where you could vault into any shelving on Pursuit and get stuck
• Removed issue where the player could get the LPVO attachment from Pursuit
[/p][h3]Chapter 3 - "Going Shopping" Changes[/h3][p]• Fixed issue where the player could glitch between the bridge and its railing, causing camera spasms.
• Fixed clipping caution signs at both ends of the road
• Fixed issue where you could get stuck in a pipe if you vault a fence
[/p][h3]Chapter 5 - "Information Game" Changes[/h3][p]• Adjusted collision on the Clamp Light that would cause the player to get stuck upon interacting with it
• Fixed collider issues where AI could see you through Breaker objectives
• Fixed all instances where AI could spawn on top of vents outside of the bounds of the map
[/p][h3]Other Level Changes[/h3][p]• Removed ability for players to skip Squad Leader fight on Mazed
• Fixed issue where enemies could see you through the pool on Visitors Only
[/p][h3]Fixed Achievements[/h3][p]• Fixed ECO-FRIENDLY (max progress stat now properly aligns with description)
• Fixed AMMO AIN'T CHEAP (meleeing enemies now count towards this achievement)
[/p][h2]Looking Ahead[/h2][p]
We’re reading everything and prioritizing as fast as we can. Some fixes need deeper work and may not land instantly, but they’re on our list and we’ll keep rolling out improvements steadily. Thanks again for supporting the game, sharing your feedback, and sticking with us as we go through this process. We’re committed to getting the game to where it needs to be.
Good hunting.[/p]
Today’s update continues our push to smooth out rough edges and tune the game based on the situations you’ve been running into. We’re working quickly, but we’re also being careful not to break existing progress. Everything in this patch is still safe for your current saves.
[/p][h3]General Changes[/h3][p]• Fixed error where opening the gadget wheel on death would hard-lock the player
• Held knife is now effectively an instant-use (removing the need for charging it)
[/p][h3]Holdout Mode Balancing[/h3][p]• Holdout player now takes 40% less damage from Enemy AI
• Increased number of Holdout Store options from 6 => 9
• All Holdout weapons are now 50% cheaper (besides from the Detective Revolver, that is only 25% cheaper)
• All Holdout gun attachments are now much more expensive
• Fixed hole where Doorstop should have been in The Vault
[/p][h3]Chapter 1 - "Unicorn" Changes[/h3][p]• Fixed issue where you could vault through the cross-shaped holes in certain walls
• Removed player collision from grass (seen on rooftop)
• Fixed issue where static civilian in front of "The Back Door" would not loop its idle animation
• Fixed collision issues on left side of rooftop before jump-off (towards Pursuit)
• Fixed water visible in parking lot
• Fixed duplicated death actor found at the end of the Elevator cinematic
• Fixed floating light on rooftop
• Fixed collision for the 'drunk' NPC during Eli's walk home
• Fixed a lot of geometry holes in pantries in Unicorn. Eli's room and others.
• Fixed wall at room 5008
[/p][h3]Chapter 2 - "Pursuit" Changes[/h3][p]• Fixed issue where you could vault into any shelving on Pursuit and get stuck
• Removed issue where the player could get the LPVO attachment from Pursuit
[/p][h3]Chapter 3 - "Going Shopping" Changes[/h3][p]• Fixed issue where the player could glitch between the bridge and its railing, causing camera spasms.
• Fixed clipping caution signs at both ends of the road
• Fixed issue where you could get stuck in a pipe if you vault a fence
[/p][h3]Chapter 5 - "Information Game" Changes[/h3][p]• Adjusted collision on the Clamp Light that would cause the player to get stuck upon interacting with it
• Fixed collider issues where AI could see you through Breaker objectives
• Fixed all instances where AI could spawn on top of vents outside of the bounds of the map
[/p][h3]Other Level Changes[/h3][p]• Removed ability for players to skip Squad Leader fight on Mazed
• Fixed issue where enemies could see you through the pool on Visitors Only
[/p][h3]Fixed Achievements[/h3][p]• Fixed ECO-FRIENDLY (max progress stat now properly aligns with description)
• Fixed AMMO AIN'T CHEAP (meleeing enemies now count towards this achievement)
[/p][h2]Looking Ahead[/h2][p]
We’re reading everything and prioritizing as fast as we can. Some fixes need deeper work and may not land instantly, but they’re on our list and we’ll keep rolling out improvements steadily. Thanks again for supporting the game, sharing your feedback, and sticking with us as we go through this process. We’re committed to getting the game to where it needs to be.
Good hunting.[/p]