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FBC: Firebreak’s First Major Update Arrives September 29

[p]FBC: Firebreak is about to get its first free Major Update on September 29th across all platforms. Update is scheduled to land approximately at 10 AM PT / 1 PM ET / 18:00 BST / 20:00 EEST. [/p][p][/p][p]This update, named Breakpoint, is packed with systemic overhauls, new content, and quality-of-life improvements - all aimed at making FBC: Firebreak more fun, varied, and rewarding to play. [/p][p][/p][p]We have taken a lot of feedback to heart. Over the summer, we have worked hard on releasing updates to the game. Still, Breakpoint is only the first major step, we know we need a few more, bringing significant improvements and new systems, as well as content, into the game, incorporating community feedback alongside our own ideas. [/p][p][/p][p]We will publish the full patch notes on September 29th. [/p][p][/p][p]This is a lot of words thrown at you, but ultimately, we know, that the proof is in playing the game once the Major Update is released. However, here is everything that is new and changing. [/p][p][/p][h2]Our Goals with the Major Update [/h2][p][/p][p]With Breakpoint, we want to: [/p]
  • [p]Improve everything about the FBC: Firebreak experience [/p]
  • [p]Inject more variety into Jobs and reduce repetition [/p]
  • [p]Deliver on the fantasy of being a first-responder facing unpredictable crises [/p]
  • [p]Improve onboarding and make the game more welcoming for new players [/p]
  • [p]Add more depth and build variety with guns, grenades, perks, and the new Gun Mod system [/p]
[p][/p][h2]What’s New at a Glance [/h2][p][/p]
  • [p]Crisis Board - Replacing the Job Board and presenting curated playable content, making the game feel more dynamic, less predictable, and closer to the first-responder fantasy at the heart of the game. We want the game to show you the fun rather than ask you to hunt for it. [/p]
  • [p]”Orientation” A new tutorial level accompanied by onboarding improvements across the game [/p]
  • [p]Outbreak – A brand-new Crisis (formerly known as Jobs) bringing a new location, enemies, and gameplay [/p]
  • [p]Gun Mods – Brand new gun customization system bringing modifiers that make guns more powerful or change their functionality. [/p]
  • [p]New guns, grenades, cosmetics, and enemies [/p]
  • [p]Systemic improvements to harmful conditions, objectives, devices, and more! [/p]
  • [p]Economy & Progression Overhaul (covered in our previous blog post) [/p]
[p][/p][p][/p][h2]Crisis Board – A New Way to Play [/h2][p][/p][p]Let’s revisit what we wrote back on July 18th when we laid out our plans for our first Major Update: [/p][p][/p][p]“Firebreak (initiative) was formed to manage an ongoing crisis, and as a first responder, you should be reacting to dynamic, unpredictable dangers, not being asked to create danger for yourself. “ [/p][p][/p][p]To better serve this fantasy (which many of you did bring up) and give more variety to our players, we are introducing the Crisis Board, which replaces the current Job selection screen. It shows Crises that appear at different levels (what we formerly would call Jobs) around the Oldest House.  [/p][p][/p][p]We want the game to show you the fun rather than ask you to hunt for it. [/p][p][/p][p]There are currently three types of crises: [/p]
  • [p]Jobs (full runs) [/p]
  • [p]Quick Jobs (1-2 Zones) [/p]
  • [p]Corrupted Jobs (Jobs with Corrupted Items in them) [/p]
[p]From the Crisis Board, you can quickly see the types of Crises available and their modifiers. You can get a detailed look at what the Crisis contains by clicking it. [/p][p][/p]
  • [p]Each Crisis is currently a curated version of one of the existing five (six with the update) Jobs with randomized rewards, objectives, and length. [/p]
  • [p]The Crisis Board refreshes every 30 minutes, always giving you something new to play. [/p]
  • [p]At any given time, 4–6 Crises are active. These are the same for every player globally.  [/p]
  • [p]Corruption and Clearance levels have been removed, but you still choose the Threat level (difficulty) you want. [/p]
  • [p]You can choose a specific Crisis to play and start matchmaking for it. [/p]
  • [p]There is also a Quick Reinforce option that will put you into the next active Crisis-in-progress to help a crew in need. [/p]
[p][/p][p]The Crises use the same objectives Jobs had, but Zones 1-2 have 25% fewer objective requirements than before. Meaning you are destroying fewer Sticky Notes and carrying fewer Leech Pearls to complete objectives than before. [/p][p][/p][p]On top of that, we want to make Crises more unpredictable, which is why each Crisis currently has two unique Alternative Objectives that can pop up randomly during Zones 1 and 2. These replace the primary objective of the Crisis, so whereas before the mission flow was always the same, there should be a bit more variety and surprise in how Crises progress. We are planning to add more Alternative Objectives to the game via future updates to add more unpredictability to the Crises.  [/p][p]  [/p][p]Shower and Ammo station locations will be much more randomized than before, so you can't rely on muscle memory in finding them when you enter familiar-looking territory.  However, the nearest shower will always be marked on the HUD for you, so you don’t die looking for them. [/p][p] [/p][p]The Crisis Board is a big change in how we present playable content in the game. It’s hopefully a meaningful step toward making Firebreak feel more dynamic, less predictable, and closer to the first-responder fantasy at the heart of the game.  [/p][p] [/p][p]We will closely monitor how the feature is received, listen to feedback, and make adjustments as needed. [/p][p][/p][p]Note: You can no longer manually pick a specific Job, Clearance, or Corruption level. We know some players liked that flexibility, and we’re exploring ways to bring back more customization in the future. [/p][p][/p][h2]Outbreak – A Brand-New Crisis [/h2][p][/p][p]Breakpoint brings with it a brand-new Job or, rather, Crisis, called Outbreak, which is set within the Research Sector of the Oldest House. [/p][p][/p][h3]Outbreak [/h3][p][/p][p]Following a series of devastating House shifts across the Research Sector, the Mold has begun to evolve and spread at a rapid rate, transforming Hiss and Firebreakers alike into dangerous new enemies. Your mission? Descend into what's left of Research, analyze any spores you find, then brew a custom poison to eliminate all Mold from the area. Just remember: Do as you're told... don't eat the Mold! [/p][p][/p][p]Crisis Details: [/p]
  • [p]A twisted brand-new environment broken into three distinct zones. [/p]
  • [p]New objective gameplay of transporting fragile spores by hand or by train into research machinery. [/p]
  • [p]Two new dynamic enemies. [/p]
    • [p]Mold Walkers - bullet-resistant, slow-moving enemies that you'll want to use your Tools to take down. And be careful! If normal enemies get too Moldy, they'll change into Mold Walkers themselves, adding to the horde! [/p]
    • [p]Mold Turrets - Stationary turrets that fire large projectiles that Firebreak will need to avoid. They can be stunned but not killed, so do your best to avoid making more of them. And speaking of that... [/p]
  • [p]A new harmful condition, Moldy, which can turn you or your crewmates into a Mold Walker! [/p]
[p][/p][h2]The New Player Experience - Onboarding and Understanding the game  [/h2][p][/p][p]The following is a bit less exciting for players already well-versed in FBC: Firebreak, but as we want and need you to get your friends to play the game with you, read on to learn how we are making the first few hours of the game more enjoyable and hopefully understandable.  [/p][p][/p][p]At launch, FBC: Firebreak could be overwhelming and confusing. If you weren’t already familiar with Control or the concept of the FBC. It was easy to be unsure of what to do, or be frustrated at the game’s systems, which weren’t explained quite well enough. [/p][p][/p][p]We have released a few patches trying to improve the onboarding by including an introduction video explaining the Firebreakers' job. With Major Update Breakpoint, we are taking serious steps in making the experience more welcoming to players new and old, through a variety of new features and changes. [/p]
  • [p]“Orientation” tutorial level – A playable tutorial level with voiceover and tooltips that teaches the basics by doing. [/p]
  • [p]“Welcome to Firebreak” video – An introduction to who you are, where you are, and what you’re fighting for.  [/p]
    • [p]This was added to the game back in July, but now you can rewatch the video in-game from the Media Viewer. [/p]
  • [p]Job overview videos – Available in the Main Menu under the option Media Viewer to help you understand each Crisis. [/p]
  • [p]New onboarding flow – A smoother introduction when you boot up the game for the first time. [/p]
[p][/p][p]When combined with other improvements we are making across the board, they should  give newcomers (and their friends) and veterans a somewhat friendlier way into Firebreak. [/p][p][/p][p]We realize that a single tutorial by itself is not enough to solve every problem when it comes to understanding the game, so there is a lot more work left in this area for us, even if there’s always going to be some level of finding things out for yourself in a game like this. [/p][p][/p][p]Our aim is to do another round of improvements, simplifying some of the game’s systems, in our next Major Update. [/p][p][/p][p]Quality-of-life improvements[/p][p]We have also made a series of changes and improvements in Breakpoint that make the early game less punishing and the overall experience more easily understandable: [/p]
  • [p]Immediate access to the full Crisis Kit and all tools [/p]
  • [p]Improved visual communication of Harmful Conditions (Burning, Papered, Cold, Moldy, and so on) [/p]
  • [p]Harmful Conditions no longer spread between players [/p]
  • [p]Closest healing shower always signposted with a healing icon [/p]
  • [p]Improved visual feedback when you are healing yourself [/p]
  • [p]Ejector (the water cannon), the Splash Kit’s tool will now remove all harmful conditions from players (with the exception of the Moldy) [/p]
  • [p]Hot Fix: Removed ambient heat damage (except on Extreme Threat level) and made the visual effect of the heatwaves more dangerous looking [/p]
  • [p]Ground Control: Radiation damage -50% [/p]
  • [p]Freezer Duty: Frost Anomalies now have health bars to show the heater's progress [/p]
  • [p]Two additions that we got a lot of requests from the community: players can now slide and move while downed. [/p]
[p][/p][p]Suffice to say, we have learnt that Harmful Conditions are one of the most confusing and frustrating parts of FBC: Firebreak. Heat damage in Hot Fix or radiation gained from carrying Leech Pearls in Ground Control isn’t well communicated, and players often end up dying without knowing what killed them or get caught in punishing revive loops (reviving a burning teammate only to catch fire and die themselves).  [/p][p][/p][p]The changes introduced in Breakpoint should lessen these issues, but we have more plans in place to tackle these issues in future updates. [/p][p][/p][h2]Guns and Gun Mods [/h2][p][/p][p]A new feature in Breakpoint is the Gun Mod system. This unlocks as you reach Reputation level 3. You can find Gun Mods under the Loadout menu. [/p][p]Gun Mods have modifiers that enhance the power or alter the functionality of guns.  [/p][p][/p][p]Each gun has three mod slots, giving you new options for customizing your arsenal. Some Perks have been reconfigured into Gun Mods, mainly the ones related to bullets or ammunition. [/p][p][/p][p]Some examples of the Gun Mods are Recoil Accelerator, which causes the bullets to push back enemies and increases damage at close range (but decreases it at long range), and Burst Accelerator, which increases damage with every bullet fired (and resets after reloading). [/p][p][/p][p]There are 27 Gun Mods at the launch of Breakout: [/p]
  • [p]Nine universal mods that fit any gun type [/p]
  • [p]Six category-specific mods that only fit guns of the same category (Blast, Precision, Spray) [/p]
[p][/p][p]You no longer need to upgrade your guns; they are already at their full power as soon as you unlock them. You unlock Mod Slots as you increase your Reputation level through play.  [/p][p][/p][p]We are also adding three new heavy guns into the game, one for each category: Scattergun, Semi-automatic rifle and Rotary Cannon. [/p][p][/p][p]And if you are wondering what those categories are, they are: [/p]
  • [p]Blast guns are your shotguns meant for close-quarters combat  [/p]
  • [p]Precision guns, like the Bolt-action rifle, are the opposite, meant for accurate long-range combat [/p]
  • [p]Spray guns, like the Submachine gun or the new Rotary Cannon, rely on rapid-fire to mow down groups of enemies [/p]
[p][/p][p]With these changes and additions, your arsenal should feel more flexible and personal than ever before. Whether you prefer blasting up close, holding the line with precision shots, or spraying enemies with sheer firepower, the new system is designed to support different playstyles and open up new ways to approach every Crisis. [/p][p][/p][h2]Crisis Kit Devices & Augments Improvements [/h2][p][/p][p]Crisis Kits are the most essential tools of a Firebreaker. Each kit offers a different playstyle and equipment to combat the Crises. To encourage players to use each kit’s Improvised Devices and Altered Augments (supers, ults, you know the deal), we have made a few changes to them: [/p]
  • [p]All Augments now also charge from using the Kit’s Tools against enemies, making them usable more often [/p]
  • [p]All Improvised Devices refill faster from Ammo Stations, so you have access to them more often [/p]
  • [p]Fix Kit Piggy Bank Augment: [/p]
    • [p]Deals a lot more damage to enemies upon the first impact. The coin vortex also gets thrown forward from where you hit an enemy. [/p]
  • [p]Splash Kit Teapot Augment: [/p]
    • [p]Deals more damage to enemies than before. [/p]
  • [p]Fix Kit Swivel Cannon Improvised Device: [/p]
    • [p]Deadlier than before. Previously, the cannon’s projectile almost never hit airborne enemies, and the projectile unintentionally broke up after traveling five meters. As a result, while the cannon tried to shoot enemies further away, it had no effect.  We have now fixed this buggy implementation. [/p]
    • [p]You can now also deploy up to three cannons at a time.  [/p]
  • [p]Jump Kit BOOMbox Device: [/p]
    • [p]Now attracts enemies much more… attractively. BOOMbox was actually quite broken before and didn’t attract any enemies that spawned after the player had placed the BOOMbox. This is not how it was intended to work, and we have resolved this issue. [/p]
    • [p]Also makes a bigger boom when it explodes (=more dead enemies). [/p]
    • [p]You can now also carry two BOOMboxes. [/p]
  • [p]Splash Kit Humidifier Device: [/p]
    • [p]Reworked visual healing effect to make it more readable that players are being healed. [/p]
    • [p]You can also now carry two Humidifiers. [/p]
[p][/p][p]Overall, these changes should make Devices and Augments more reliable and impactful in combat. [/p][p][/p][p][/p][h2]Economy & Progression [/h2][p][/p][p]We covered this in detail in our previous blog post, but here’s a short recap: [/p]
  • [p]You now unlock all new gear (guns, grenades, level 1 perks) by leveling up your Firebreaker [/p]
  • [p]You keep all your previously unlocked gear, guns, and perks [/p]
  • [p]All gear starts at maximum power, so no need to upgrade them [/p]
  • [p]Level cap is raised to 200. (The previous level cap was 49) [/p]
  • [p]All the old currencies (Lost Assets and the different Research Samples) are removed from the game [/p]
  • [p]There are three types of new Lost Assets and one special currency  [/p]
  • [p]New Lost Assets are Intel, Parts, and Samples [/p]
    • [p]Use these to upgrade perks and unlock cosmetics [/p]
  • [p]Your existing currencies are converted into these three, split evenly [/p]
    • [p](UPDATE) Currency cap for these is 200 each. If you happened to have more than 600 of the old currencies in total, the rest is lost.[/p]
  • [p]New special currency is Trace [/p]
    • [p]Used to unlock special cosmetics in the new Exotics Requisition [/p]
[p][/p][h2]Requisition changes [/h2][p][/p][p]Due to the changes mentioned above, The Requisitions will also be revamped: [/p]
  • [p]Essentials Requisitions will be removed, as you no longer need to buy gear or their upgrades [/p]
  • [p]Expressions Requisitions stays as it is and includes unlockable cosmetics and now also gun skins, with the costs updated to use the new currencies [/p]
  • [p]Firestarter Deluxe Requisition will stay as it is, but with the costs updated to use the new currencies [/p]
  • [p]Breakpoint Requisition contains new unlockable cosmetics themed around the update [/p]
  • [p]Exotics Requisition is a new free collection of weird and cool cosmetics and voice packs for players to unlock [/p]
    • [p]This requisition uses the new special currency, Trace, which can drop from Powerful Enemies and Corrupted items [/p]
[p][/p][p][/p][h2]More Content [/h2][p][/p][p]Breakpoint Major Update also comes with just more…stuff.  [/p]
  • [p]More Hank & Jerry dialogue exchanges in the Main Menu for those who want more revealing office chatter [/p]
  • [p]2 new voice packs [/p]
  • [p]New armor sets, exotic helmets, gun skins, and sprays [/p]
  • [p]3 new heavy weapons: Semi-automatic rifle, Scattergun, Rotary Cannon [/p]
  • [p]3 new grenades: Freeze, Healing, Black Rock [/p]
  • [p]5 new enemies: [/p]
    • [p]2 new mold enemies exclusive to Outbreak Crisis: Mold Walker and Mold Turret. [/p]
    • [p]3 new Hiss enemies (with variants) across the experience: Corrupted Ranger, Corrupted Ranger (Airborne), Demolition Expert. [/p]
[p][/p][h2]The Future Roadmap [/h2][p][/p][p]While we want to see how Breakpoint lands and adjust our content plans as we go, we are already hard at work on the following Major Updates to FBC: Firebreak.  [/p][p][/p][p]We caveat that the below is subject to change as is the norm in game development. [/p]
  • [p]The next Major Update is planned to be released in late November.  Tentatively it’s called “Rogue Protocol” and will contain the much-requested cross-platform voice chat and a brand-new game mode to go alongside it. [/p]
  • [p]The next Major Update after that is planned to come out in March 2026. We’ll have high-level details of what this update contains soon. [/p]
[p][/p][h2]Wrapping Up [/h2][p][/p][p]The update goes live on September 29th and is scheduled to land approximately at 10 AM PT / 1 PM ET / 18:00 BST /  20:00 EEST. [/p]
  • [p]There will be downtime just before the update starting at 9 AM PT / 12 PM ET / 17:00 BST / 19:00 EST, lasting about 45 minutes. [/p]
[p][/p][p]Breakpoint is a significant step forward for FBC: Firebreak, offering new ways to play, new content to discover, and a smoother, more rewarding experience. We are excited and also a little bit nervous to see how all of this lands with you, the players. [/p][p][/p][p]We can’t wait to see you dive in and hear your feedback here on Steam, Reddit, our Discord, social channels, and so on. Thank you for your patience and for sticking with us! [/p][p][/p][p]The FBC: Firebreak team [/p]

Economy and Progression Overhaul Coming in Firebreak’s First Major Update

[p]Changes are coming. [/p][p]With the launch of our first Major Update for FBC: Firebreak happening soon, we are overhauling the game’s economy and progression to make things simpler, fairer, and more rewarding.  [/p][p]We wanted to share this with you before revealing all the details of the Major Update \[REDACTED] tomorrow, so stay tuned. Our point is not to drip feed, but we have so much to share with you that we decided to split all the information into two separate blog posts. This one “clears the runway”, so to speak, for tomorrow’s post detailing all that is new, and a lot is coming, in our first free Major Update. [/p][p]Many of these changes here are based on community feedback. From the perspective of the game economy and progression, here’s what you can expect when the free Major Update goes live.  [/p][p][/p][h3]No More Tiers [/h3][p]The old system of different tiers of gear and guns will be gone. After the update, any gun or grenade you unlock is already at full power - no more need to buy upgrades to get them to their maximum potential.  [/p][p]Additionally, you now have access to full Crisis Kits from the start of your experience, meaning their Altered Augments and Improvised Devices are already unlocked. Both Devices and Augments are also at maximum efficiency, so no need to upgrade them either. You get your full Crisis Kit immediately instead of having to grind for it. [/p]
  • [p]Leveling up Crisis Kits still unlocks extra Perk slots for them. [/p]
  • [p]Guns, grenades, Gun Mods (new upcoming feature), and level 1 Perks now unlock naturally as you gain Reputation levels. [/p]
  • [p]The Reputation level cap is rising to 200, so there’s more room to grow and flex! [/p][p][/p]
[h3]Simplifying the economy - a New Set of Currencies [/h3][p]We are replacing the old upgrade currencies (Lost Assets and the five different Research Samples) with four new ones: Parts, Samples, Intel, and Trace. [/p]
  • [p]Parts, Samples, and Intel are new types of Lost Assets. You use them to unlock cosmetics from Requisitions and to upgrade your Perks to level 2 and level 3. [/p]
  • [p]Each Job rewards one type of new Lost Asset. Higher difficulty means bigger rewards. [/p]
  • [p]Powerful Enemies can drop any currency. [/p]
  • [p]Trace mainly drops from Powerful Enemies and is used in the new Exotics cosmetic Requisition. [/p]
  • [p]There is a small chance that neutralized Corrupted Items drop some Trace, but the main source for it is the Powerful Enemies. [/p]
  • [p]And remember, currencies only count if extracted, but every pickup is shared across the squad. Everyone gets the full rewards, even if they don’t survive the run. [/p][p][/p]
[h3]Cosmetics and Requisitions [/h3][p]We have streamlined and expanded how cosmetics are offered through Requisitions: [/p]
  • [p]The Essentials Requisition will be removed, as you don’t need to buy or upgrade gear anymore. [/p]
  • [p]The Expressions Requisition will now include all the cosmetics plus gun skins, with costs updated to use the new currencies. [/p]
  • [p]The Firestarter Deluxe Edition Requisition will stay as it is, with the costs updated to use the new currencies. [/p]
  • [p]The Exotics Requisition is a new feature and is free to all players, offering rare and unique cosmetics and voice packs that you unlock using Trace. [/p][p][/p]
[h3]Perks and Gun Mods [/h3][p]Most Perks stay the same, but some - mainly weapon-related Perks like enhanced bullets - are being folded into the new Gun Mods feature. Your existing Perks won’t disappear; you’ll keep everything you have unlocked. We’ll dive deeper into Gun Mods in tomorrow’s blog post. [/p][p][/p][h3]What This Means for Existing Players [/h3]
  • [p]Your player Reputation level and Crisis Kit levels carry over. [/p]
  • [p]You keep all your unlocked guns, grenades, and cosmetic items. [/p]
  • [p]If you are already at a high Reputation level, you’ll likely log in to find even more weapons, grenades, and perks unlocked - plus access to new Gun Mods.  [/p]
  • [p]All your unlocked Perks and Perk upgrades stay intact. [/p]
  • [p]You are not losing your current currencies! Old currencies (Lost Assets and Research Samples) will be converted into new Lost Assets, divided equally among the three of them (Parts, Intel, Samples). [/p]
    • [p](UPDATE) Currency cap for the new assets is 200 each. If you happened to have more than 600 of the old currencies in total, the rest is lost.[/p]
[p]We hope this helps you to be prepared for Major Update \[REDACTED], but the economy overhaul is only one aspect of the significant changes that are coming. We’ll have more details to share about the Major Update tomorrow. [/p][p][/p][p]The FBC: Firebreak Team [/p]

Hotfix 1.5.2

[p]We’ve deployed a small hotfix on all platforms to address issues with Frost Anomalies and Results screen localization.[/p][p]Hotfix 1.5.2[/p]
  • [p]Fixed an issue in Freezer Duty where destroyed Frost Anomalies could still deal damage to players.[/p]
  • [p]Fixed placeholder text appearing on the Results screen in non-English localizations.[/p]
[p][/p]

Hotfix v1.5.1

[p]We’ve deployed a small hotfix on all platforms to address a crash issue introduced in patch 1.5.0 and to remove the unintended damage immunity from Sticky Ricky.[/p][p]Hotfix 1.5.1[/p]
  • [p]Fixed an issue introduced in patch 1.50 that caused the game to crash in specific instances.[/p]
  • [p]Fixed an issue in the Paper Chase mission where the Sticky Ricky boss was immune to damage (Ricky enjoyed but it's over for now.)[/p]

Patch Notes v1.5

[p]PlayStation 5: 1.005.000
Xbox Series X|S: 1.5.0.0
PC: 1.5.0
Windows PC: 1.5.0.0 [/p][p] [/p][h3]Overview [/h3][p]We are feverishly working on our end-of-September Major Update, which will bring along huge, positive (we hope!) changes to the game experience, but in the meantime, patch 1.5 brings along several fixes and a few quality-of-life improvements. [/p][p]We are also targeting a fix for a PlayStation 5 to help with the login issue, preventing a small percentage of PlayStation 5 players from getting into the game, to be released in September.  [/p][p][/p][h3]Patch notes [/h3][p][/p][p]General [/p]
  • [p]Updated Results Screen with improved visual presentation. Now you advance through the different Job stats with a button press. [/p]
  • [p]Added an option to toggle health bars off for regular enemies. With them turned off, health bars are only visible on enemies that have a shield or armor. [/p]
  • [p]Added haptic feedback for the DualSense controller when the Crank-Operated Fluidic Ejector is overheating.  [/p]
  • [p]Various localization and grammar fixes. [/p]
  • [p]General bug and crash fixes.[/p]
[p][/p][p]Balancing [/p]
  • [p]Improved Hiss Breaker combat behavior on stairs. [/p]
  • [p]Improved enemy spawn timings. [/p]
  • [p]Balanced enemy wave compositions. [/p]
[p][/p][p]Fixes [/p]
  • [p]Fixed an issue in Frequency Shift where Pink Goo stayed on the player’s screen after getting revived, obstructing the view. [/p]
  • [p]Fixed an issue where players could still see the status effect VFX active on the player character model after getting revived. [/p]
  • [p]Fixed an issue when the Shower would appear visually broken (water leaking) despite being fixed either by completing the mini-game or hitting it with the wrench. [/p]
  • [p]Fixed an issue in Freezer Duty where Frost Anomalies' visual effect remained visible after dispersing them by using two different elemental projectiles from the Crank-Operated Fluid Ejector (meaning hitting them with both regular water and boiling hot water from the Teapot augment). [/p]
  • [p]Fixed areas in Ground Control where players were able to see outside of the level through a wall in Zone 2. [/p]
  • [p]Fixed areas in Freezer Duty where the players were able to see outside of the level in Zone 2. [/p]
  • [p]Fixed an issue where Brightness setting fails to be saved while HDR is enabled. [/p]
  • [p]Fixed an issue in the Customization Menu where "Inspect" on unequipped items failed to properly display the item. [/p]
  • [p]Fixed an issue where the player’s chosen Crisis Kit switches back to Fix Kit after finishing the first Job. [/p]
  • [p]Fixed an issue where tutorial messages stay on screen when the Job name appears at the start of the chosen Job. [/p]
  • [p]Fixed controller disconnect notifications appearing under tutorial overlay. [/p]
  • [p]Fixed an issue with Quick Play, where the name of the Job and players Ready status were missing after finishing a Job and going back to the lobby. [/p]
  • [p]Fixed an issue where players could get stuck in the Lobby if they have opened the Pause or Options menu during Evacuation and the host starts a new Job. [/p]
  • [p]Fixed an issue where players had their Ready Status automatically set to “Ready” after finishing a Jobsite. [/p]
  • [p]Fixed an issue where enemies might get stuck hanging in midair after getting launched upwards by a water and electricity combo. [/p]
  • [p]Fixed an issue where a rare crash could occur if multiple status effects are spread onto many enemies during major enemy spawns. [/p]
  • [p]Fixed Lost Assets so that they should not levitate in the air after player drops them while dying in an elevated spot. [/p]
  • [p]Fixed an issue with Lost Assets where some of them were impossible for players to pick up. [/p]
  • [p]Fixed an issue where the Electro-Kinetic Charge Impactor dealt the same damage regardless of the charge level. [/p]
  • [p]Fixed an issue where the Electro-Kinetic Charge Impactor didn't show the charging animation when players are charging the push ability. [/p]
  • [p]Fixed an issue where the Crank-Operated Fluid Ejector in some cases loses its sound effect and controller vibration. [/p]
  • [p](wait for it…) Fixed an issue in Paper Chase where Sticky Ricky’s health bar appears yellow (normal) in the invincible state.  [/p]
    • [p]Also changed the default color from yellow to red. [/p]
  • [p]Fixed an issue in Paper Chase where shooting the Sticky Notes with the Burning Rounds perk made them wet (that's not how fire works, even in the Oldest House). [/p]
  • [p]Fixed an issue in Frequency Shift where the objectives might not advance when players are performing manual fixes on the cables at the same time.[/p]
[p]  [/p][p]List of currently known issues not related to this patch here:[/p][p]https://steamcommunity.com/app/2272540/discussions/0/500576489694044746/[/p]