Update: v2.2.1
[p]Hey everyone! It’s hard to believe we’re exactly 11 months out from launch! One year is right around the corner! Over the last several months, I’ve been gathering reports from players and doing my own testing, and today's update (v2.2.1) is the culmination of that effort, focusing on addressing player-reported issues, with over 100 bug fixes and improvements.[/p][p][/p][p]Here’s what’s included:[/p][p][/p][h3]Mission Fixes[/h3]
[/p][h3]Headgear Character Bonuses[/h3]
[/p][h3]Weapons & Armour[/h3]
- [p]Fixed a bug in the 'Balance Due' mission where players weren’t receiving the Credits required to progress.[/p]
- [p]Resolved issues during the final mission to ensure the 'Final Frontier' achievement unlocks across all possible endings.[/p]
- [p]Fixed a bug in 'The War' mission where dialogue with Benjamin Hayes would not trigger, potentially blocking mission progress.[/p]
- [p]Fixed a bug where UESA soldiers could attack the player on Vesta, even when the player has aligned with them.[/p]
- [p]Fixed a bug in 'The Price of Purity' where the objective to speak to Captain Williams could remain active even if he was previously killed.[/p]
- [p]Adjusted the UESA Prime Minister's behaviour to prevent him from attacking the player when he shouldn't.[/p]
- [p]Removed the limit on how many missions the player can have active at once.[/p]
- [p]Updated text in the 'Trouble At Homestead' mission for clarity.[/p]
- [p]Corrected dialogue text when speaking to the Raven's leader.[/p]
- [p]Adjusted dialogue options with the Raven's Leader so they now reflect the current state of the mission.[/p]
- [p]Resolved a mission-lock state that could occur if 'Trouble At Homestead' was completed before the 'Power Up' mission.[/p]
- [p]Added missing waypoints for missions on the final celestial body, Vesta.[/p]
- [p]Made various fixes to the 'Power Up' mission to prevent the mission from breaking if objectives are completed out of order.[/p]
- [p]Added missing VO for Benjamin Hayes in Vesta.[/p]
- [p]Added missing situations that were not triggering correctly in Vesta.[/p]
- [p]Added the UESA Prime Minister to Vesta, along with new dialogue and VO.[/p]
- [p]Sera Thorne will now only appear at the checkpoint in Vesta if the player is aligned with the Enlightened, and if she is still alive.[/p]
- [p]Added new ending scenarios to Vesta.[/p]
- [p]Addressed an issue that could occur if the player travels to Salton before completing the 'Power Up' mission.[/p]
- [p]Improved Vesta gameplay flow by having faction allies actively support the player during mission objectives.[/p]
- [p]Resolved an issue where older save files did not properly reflect mission changes from recent updates.[/p]
- [p]Fixed an issue where 'Trouble at Homestead' could fail to complete properly if the player kills the bandits without speaking with them.[/p]
- [p]Fixed missing VO and subtitle lines when selecting 'That’s all for now' when speaking with the Raven’s leader.[/p][p][/p]
- [p]Fixed issues with 'Trap Disarmament' and other perks not working as intended.[/p]
- [p]Fixed blank perk text fields appearing after unlocking perks.[/p]
- [p]Decreased biocell energy consumption rate of 'Tactical Cloak'.[/p]
- [p]Reduced biocell energy cost for the 'Kinetic Boost' ability.[/p]
- [p]Fixed bug that resulted in in-world biocells not being removed when consuming them.[/p]
- [p]Fixed bug that could result in in-world consumption of biocells surpassing the max amount of biocell energy.[/p]
- [p]Fixed issue with biocells sometimes draining energy to negative levels instead of restoring it.[/p]
- [p]Added guidance on how to access various abilities (QuickHack, Companion Combat Drone, Night Vision) on the 'Software' screen. [/p]
- [p]Fixed issues with the 'Time Dilation' software not working properly when it is not upgraded.[/p]
- [p]Fixed issues where bullets from some weapons did not apply damage correctly when using 'Time Dilation'.[/p]
- [p]Added previously missing enemies to the list tracked by the 'Smart Tracking' software.[/p]
- [p]Diversified headgear bonuses to increase role-playing options and give each one a bit more flavour:[/p]
- [p]Formal Hat: +5 Persuade[/p]
- [p]Cap: +5 Melee[/p]
- [p]Cowboy Hat: +5 Small Weapons[/p]
- [p]Trooper: +5 Sneak[/p]
- [p]Helmet: +10 Carry Capacity [/p]
- [p]Adjusted weapon mod UI to accurately reflect available mods.[/p]
- [p]Clarified some skill mechanics in the UI for improved player understanding.[/p]
- [p]Repairing armour now fully restores its durability. (no more incremental +5 repairs).[/p]
- [p]Fixed bug that caused armour repairs to not consume resources. It now consumes 'Scraps' correctly.[/p]
- [p]Added on-screen notifications showing the number of 'Scraps' used per repair. [/p]
- [p]Fixed a bug where the 'Shredder' SMG would continue firing if the player died while shooting.[/p]
- [p]Fixed visual issues when switching to or from a scoped weapon while holding another weapon.[/p]
- [p]Fixed a bug where Divinity's scope UI could remain on screen after releasing the aim key.[/p]
- [p]Fixed an occasional magazine mesh flicker on the Divinity DMR.[/p]
- [p]Fixed an intermittent issue where the Divinity DMR could appear in front of the scope while aiming down sights. [/p][p][/p]
- [p]Fixed a floor mesh clipping issue near the AA control room in Vesta.[/p]
- [p]Fixed foliage clipping issues in Vesta.[/p]
- [p]Added additional environmental detail to certain areas in Vesta.[/p]
- [p]Removed floating rock and floating grass meshes in Vesta.[/p]
- [p]Fixed a collision issue with a large generator in Vesta.[/p]
- [p]Added additional cover positions near the first objective in Vesta.[/p]
- [p]Fixed an issue where dead Androids with shotguns could revive after loading a save.[/p]
- [p]Improved collision around some lakes and rivers in Berith II to reduce the perception of 'walking on water.'[/p]
- [p]Made visual mesh and texture improvements to a few assets in Berith II.[/p]
- [p]Removed a few floating rocks in Berith II.[/p]
- [p]Fixed an issue in Vesta where some defeated UESA NPCs remained in their default animations instead of appearing dead.[/p]
- [p]Fixed some enemies in Vesta showing 'None' above their health bars as opposed to their names.[/p]
- [p]Fixed an issue where the map screen would not function correctly in Vesta.[/p]
- [p]Removed unused and unseen assets in Berith II for optimisation.[/p]
- [p]Fixed incorrect wall texture near Salton.[/p]
- [p]Added more gates to inaccessible doors in Berith II to make it more visually consistent.[/p]
- [p]Fixed incorrect blood spawn location on the 'Vespar' flying creatures in Berith II.[/p]
- [p]Fixed incorrect 'Smart Tracking' location on the 'Vespar' flying creatures in Berith II.[/p]
- [p]Fixed a tree intersecting with a rock near the transport station.[/p]
- [p]Fixed collision issue in the transport station seating area.[/p]
- [p]Fixed enemies in the hangar showing the word 'None' above their health bars as opposed to their names.[/p]
- [p]Adjusted placement timing for a few weapons to improve progression and balance.[/p]
- [p]Fixed bug that could result in 'Data Digest' magazines staying on the player's screen when attempting to exit them.[/p]
- [p]Added UI indicator for exiting 'Data Digest' magazines.[/p]
- [p]Fixed some text spacing issues on various menus.[/p]
- [p]Removed incorrect quotation marks in certain dialogue choices.[/p]
- [p]Corrected Sera Thorne’s subtitles in Vesta to accurately reflect her spoken dialogue.[/p]
- [p]Fixed an issue where the Missions tab did not show the skill upgrade notification above 'Character' if the player had remaining skill/perk points.[/p]
- [p]Fixed incorrect tutorial text in the Scanner popup within the Comms Centre.[/p]
- [p]Fixed subtitle spacing for Captain Williams’ line: 'Go and check the generator.'[/p]
- [p]Corrected dialogue text during the initial meeting with Lucian Aldrich to match VO.[/p]
- [p]Fixed missing 'hijack' biocell cost on the hangar's turret interaction prompt.[/p]
- [p]Save/Load files now display the player's name, character level, current mission name, and location name.[/p][p][/p]
- [p]Fixed a major issue where the 'F interaction' could fail near certain bodies or items. 'F' now works consistently.[/p]
- [p]Fixed an issue where the player could not uncrouch near enemy bodies due to collision issues, which gave the impression the input wasn't firing.[/p]
- [p]Fixed an issue where players could not uncrouch after crouching in the river in front of Chronos.[/p]
- [p]Polished the Spanish & French localisations.[/p]
- [p]Expanded available fast travel destinations on the planet 'Alios'.[/p]
- [p]Made description changes for some head gear.[/p]
- [p]Fixed a rare black screen issue when entering the player’s ship.[/p]
- [p]Players now take fall damage.[/p]
- [p]Fixed an issue where taking damage while using a computer or keypad could prevent the player from moving.[/p]
- [p]Added additional reactive VO for characters to make the world feel more dynamic.[/p]
- [p]Expanded dialogue options for certain important characters.[/p]
- [p]Made changes to the reputation system and how some NPCs react to it.[/p]
- [p]Added more lore and backstory about 'The Order of the Pristine Path' at their camp.[/p]
- [p]Added ambient character barks when the player walks by to enhance immersion.[/p]
- [p]Traps and mines now properly disappear after being destroyed.[/p]
- [p]Added additional traps throughout the world.[/p]
- [p]Fixed a bug where the 'Talk' prompt could remain on screen indefinitely.[/p]
- [p]Fixed NPC barks playing after the character was dead.[/p]
- [p]Fixed an issue where Captain Williams could begin investigating unexpectedly.[/p]
- [p]Prevented players from re-engaging the Order terrorist after leaving him to succumb to his wounds.[/p]
- [p]Improved death handling so enemies no longer visibly play a death animation when the player loads in or re-enters an area.[/p]
- [p]Fixed an issue where players could talk to certain NPCs after they were killed.[/p]
- [p]Fixed an issue where the bandit leader failed to drop loot on death.[/p]
- [p]Added additional NPCs in Pearl City to improve world liveliness.[/p]
- [p]Fixed some shielded enemies losing their entire health bars after their shields were destroyed.[/p]
- [p]XP values now use whole numbers instead of decimals.[/p]
- [p]Critical hits now use whole number values instead of decimals.[/p]
- [p]Fixed an issue where discovered locations could grant XP again when loading a save or transitioning between levels.[/p][p][/p]