Patch #05
[p]Hey everyone,
In our Day Three Patch, we highlighted several issues that were still affecting the experience. This update tackles many of those pain points directly, along with a range of quality-of-life and systems fixes.
[/p][h3]AI Vision & Sensory Changes[/h3][p]In the last update, we talked about how the AI wasn’t always reacting in ways players expect from a stealth-focused game. This patch is our first meaningful step toward making their behavior more predictable, fair, and readable.
Enemies were detecting players too quickly at long distances, so spotting now builds more slowly the farther away you are. This should make long-range stealth, crossing open areas, and peeking from cover feel much more manageable.
We also reduced how aggressively AI react at close range. The instant-detection radius has been tightened so enemies only snap to you when you’re truly in their personal space. Combined with a fix for a bug that caused zero-delay spotting, this should cut down on sudden, unfair detections.
Lastly, suspicion was ramping up too easily, so we increased the threshold while AI are in their Passive state. This gives you more leeway when experimenting with routes or recovering from small mistakes.
TL;DR
• AI now takes longer to spot you at longer distances
• Close-quarters instant detection range reduced (3.0m => 1.5m), with a fix for a rare instant-spotting bug
• Increased suspicion threshold in Passive state
• Improved AI strafing, peeking, and approach behavior
[/p][h3]Game Introduction & Flow Changes[/h3][p]We previously mentioned that Chapter 1 (“Unicorn”) was running too long for what is essentially the player’s introduction to the game. These changes improve pacing and flexibility without altering the intended structure of the prologue:
• Eli now starts with both the pistol suppressor and a shotgun at his disposal
• Gadget recharge time reduced by half (45s => 22.5s)
• Flash dart is now always available
• Ammo pickups grant 20% more on Easy and 20% less on Hard
[/p][h3]General Changes[/h3][p]• Fixed a case where AI could incorrectly aim at the ground
• Loadouts now persist across play sessions when using the Continue button
• Gamma setting now correctly updates in first-boot configuration
• Gamma adjustment is now more granular (0.05 increments)
• Added “Toggle Slow Walk” to Gameplay Settings
• “Toggle Crouch” is now enabled by default
• Fixed an issue where several keybinds could remain “held” after unpausing
• Fixed a re-equip issue where the primary weapon was selected instead of the last-held weapon
• Added an additional head hitbox to fix cases where leaning prevented AI from being able to hit the player (no extra damage is applied)
[/p][h3]Chapter 1 – “Unicorn” Changes[/h3][p]• Fixed a rooftop gap that allowed players to see under a building
• Fixed collision on a shelf above the drug room that could cause the player to get stuck
[/p][h3]Chapter 3 – “Going Shopping” Changes[/h3][p]• Fixed an issue allowing the player to vault through Building B’s fences
• Fixed collision on the final bridge
[/p][h3]Chapter 5 – “Information Game” Changes[/h3][p]• Fixed another spot where AI could see the player from the lower floor
• Remaining ASA-objective enemies can no longer shoot through the Master Server room ceiling
• Fixed an enemy spawn above the DevOps Wing Server Authority room
[/p][h3]Other Level Fixes[/h3][p]• Fixed an issue where enemies could spot you through the floor behind the keypad office in Mazed
• Fixed a floating case in The Dam (Holdout map)
[h3]Fixed Collectibles / Attachments[/h3]
• Fixed the Shotgun Collectible (moved its map location from Going Shopping => A Simple Meeting)
• Fixed missing inspectable text for the Fiber Wire Collectible in The Transient
Good hunting.[/p]
In our Day Three Patch, we highlighted several issues that were still affecting the experience. This update tackles many of those pain points directly, along with a range of quality-of-life and systems fixes.
[/p][h3]AI Vision & Sensory Changes[/h3][p]In the last update, we talked about how the AI wasn’t always reacting in ways players expect from a stealth-focused game. This patch is our first meaningful step toward making their behavior more predictable, fair, and readable.
Enemies were detecting players too quickly at long distances, so spotting now builds more slowly the farther away you are. This should make long-range stealth, crossing open areas, and peeking from cover feel much more manageable.
We also reduced how aggressively AI react at close range. The instant-detection radius has been tightened so enemies only snap to you when you’re truly in their personal space. Combined with a fix for a bug that caused zero-delay spotting, this should cut down on sudden, unfair detections.
Lastly, suspicion was ramping up too easily, so we increased the threshold while AI are in their Passive state. This gives you more leeway when experimenting with routes or recovering from small mistakes.
TL;DR
• AI now takes longer to spot you at longer distances
• Close-quarters instant detection range reduced (3.0m => 1.5m), with a fix for a rare instant-spotting bug
• Increased suspicion threshold in Passive state
• Improved AI strafing, peeking, and approach behavior
[/p][h3]Game Introduction & Flow Changes[/h3][p]We previously mentioned that Chapter 1 (“Unicorn”) was running too long for what is essentially the player’s introduction to the game. These changes improve pacing and flexibility without altering the intended structure of the prologue:
• Eli now starts with both the pistol suppressor and a shotgun at his disposal
• Gadget recharge time reduced by half (45s => 22.5s)
• Flash dart is now always available
• Ammo pickups grant 20% more on Easy and 20% less on Hard
[/p][h3]General Changes[/h3][p]• Fixed a case where AI could incorrectly aim at the ground
• Loadouts now persist across play sessions when using the Continue button
• Gamma setting now correctly updates in first-boot configuration
• Gamma adjustment is now more granular (0.05 increments)
• Added “Toggle Slow Walk” to Gameplay Settings
• “Toggle Crouch” is now enabled by default
• Fixed an issue where several keybinds could remain “held” after unpausing
• Fixed a re-equip issue where the primary weapon was selected instead of the last-held weapon
• Added an additional head hitbox to fix cases where leaning prevented AI from being able to hit the player (no extra damage is applied)
[/p][h3]Chapter 1 – “Unicorn” Changes[/h3][p]• Fixed a rooftop gap that allowed players to see under a building
• Fixed collision on a shelf above the drug room that could cause the player to get stuck
[/p][h3]Chapter 3 – “Going Shopping” Changes[/h3][p]• Fixed an issue allowing the player to vault through Building B’s fences
• Fixed collision on the final bridge
[/p][h3]Chapter 5 – “Information Game” Changes[/h3][p]• Fixed another spot where AI could see the player from the lower floor
• Remaining ASA-objective enemies can no longer shoot through the Master Server room ceiling
• Fixed an enemy spawn above the DevOps Wing Server Authority room
[/p][h3]Other Level Fixes[/h3][p]• Fixed an issue where enemies could spot you through the floor behind the keypad office in Mazed
• Fixed a floating case in The Dam (Holdout map)
[h3]Fixed Collectibles / Attachments[/h3]
• Fixed the Shotgun Collectible (moved its map location from Going Shopping => A Simple Meeting)
• Fixed missing inspectable text for the Fiber Wire Collectible in The Transient
Good hunting.[/p]