Beta [2.01.o] Patch Notes
**Beta [2.01.o]**
[You can access this build from the ``releasebeta`` Branch on Steam]
ADDED
⦁ Option to enable/disable indicator circles beneath the feet of you and your squadmates. Note that player indicators will always be active during multiplayer.
⦁ Indicator to let you know when a Story Campaign wave of enemies is infinite (meaning, the goal of the room is not to kill everyone who enteres).
⦁ Phonebooths have been converted into a world map for Story Campaign. You can now access any available stage by using these booths, located in multiple places across all sectors.
⦁ The MERC Light and Heavy rifles both given a total makeover (the previous incarnations still exist as "Retro" versions).
FIXED
⦁ Some players reported having no success with button mashing challenges (sword locks, grapples, etc.) due to framerate. A change was made that should even out the challenge for those players.
⦁ Spectral characters could glitch out of the stage if they teleported while a character had a hook weapon in them. Yanking the hook back was preventing them from returning.
⦁ Disquieted origin should no longer be allowed to pass through barriers when teleporting into a melee attack.
⦁ Garage doors in a specific room of Deep Storage weren't visibly opening.
⦁ Slaughter Time kill fans should no longer drift out of place over long periods of time.
⦁ Your crowd of adoring fans would disappear after going into the Slaughter Time infinite checkpoints.
⦁ Hive Slugs were spawning way outside of Hive's body, thanks to an issue with how ragdoll is calculated. We removed their ragdoll on spawn to resolve the issue.
⦁ Some light sources would negate the appearance of color swatches being applied to your characters and outfits.
⦁ The pilot won't keep having the same conversation with you after returning from the Nowhere.
⦁ The Massive was too shy to dance in Club Advent.
⦁ A couple of tweaks to calculating Achievements that should cause some of them to show up under all the right conditions again (specifically the Arena achievements).
TWEAKED
⦁ To make things easier for hand-to-hand fighters, Cultists and other siege attackers may no longer swing at anything other than their siege target. This protection also comes with an additional change: no attacker can strike an opponent through a solid surface with melee or unarmed. This will require a lot of scrutiny for error, so make sure to log all bugs (especially being unable to hit your target when you should) in the #service-depot!
⦁ Christoff (and everyone else, really) now holds the [Q] key to pick up keycards, C4, etc. just like picking up weapons, rather than holding the [E] key.
⦁ After beating Arena Contract 3 and unlocking the Fence, you will now be able to bring up to FIVE squadmates with you on missions instead of the current max of three.
⦁ A few staircases in the Facility stage needed aim blockers to prevent your cursor from slipping between the stairs and aiming where you did not intend.
⦁ The N911, NS19, NK33, and Bizon given a mild damage reduction of one point.
⦁ Advanced Block/Guard Mobility skill costs halved.
⦁ Hirelings won't gain the trait that makes them want to throw weapons unless Acrobatics is their primary skill group. Hirelings who currently have this trait will not lose it, however.
⦁ MERC Cap given an option to tilt it in the Colorizer.
[You can access this build from the ``releasebeta`` Branch on Steam]
ADDED
⦁ Option to enable/disable indicator circles beneath the feet of you and your squadmates. Note that player indicators will always be active during multiplayer.
⦁ Indicator to let you know when a Story Campaign wave of enemies is infinite (meaning, the goal of the room is not to kill everyone who enteres).
⦁ Phonebooths have been converted into a world map for Story Campaign. You can now access any available stage by using these booths, located in multiple places across all sectors.
⦁ The MERC Light and Heavy rifles both given a total makeover (the previous incarnations still exist as "Retro" versions).
FIXED
⦁ Some players reported having no success with button mashing challenges (sword locks, grapples, etc.) due to framerate. A change was made that should even out the challenge for those players.
⦁ Spectral characters could glitch out of the stage if they teleported while a character had a hook weapon in them. Yanking the hook back was preventing them from returning.
⦁ Disquieted origin should no longer be allowed to pass through barriers when teleporting into a melee attack.
⦁ Garage doors in a specific room of Deep Storage weren't visibly opening.
⦁ Slaughter Time kill fans should no longer drift out of place over long periods of time.
⦁ Your crowd of adoring fans would disappear after going into the Slaughter Time infinite checkpoints.
⦁ Hive Slugs were spawning way outside of Hive's body, thanks to an issue with how ragdoll is calculated. We removed their ragdoll on spawn to resolve the issue.
⦁ Some light sources would negate the appearance of color swatches being applied to your characters and outfits.
⦁ The pilot won't keep having the same conversation with you after returning from the Nowhere.
⦁ The Massive was too shy to dance in Club Advent.
⦁ A couple of tweaks to calculating Achievements that should cause some of them to show up under all the right conditions again (specifically the Arena achievements).
TWEAKED
⦁ To make things easier for hand-to-hand fighters, Cultists and other siege attackers may no longer swing at anything other than their siege target. This protection also comes with an additional change: no attacker can strike an opponent through a solid surface with melee or unarmed. This will require a lot of scrutiny for error, so make sure to log all bugs (especially being unable to hit your target when you should) in the #service-depot!
⦁ Christoff (and everyone else, really) now holds the [Q] key to pick up keycards, C4, etc. just like picking up weapons, rather than holding the [E] key.
⦁ After beating Arena Contract 3 and unlocking the Fence, you will now be able to bring up to FIVE squadmates with you on missions instead of the current max of three.
⦁ A few staircases in the Facility stage needed aim blockers to prevent your cursor from slipping between the stairs and aiming where you did not intend.
⦁ The N911, NS19, NK33, and Bizon given a mild damage reduction of one point.
⦁ Advanced Block/Guard Mobility skill costs halved.
⦁ Hirelings won't gain the trait that makes them want to throw weapons unless Acrobatics is their primary skill group. Hirelings who currently have this trait will not lose it, however.
⦁ MERC Cap given an option to tilt it in the Colorizer.