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The Highlights
Safehouses are now hidden
Combat AI has been improved and provides more challenge
Added a Mini-resolve option to avoid nuisance combat demands. A new system will be implemented in the next update (1.04)
Fast travel has been limited
You can no longer attack an Enemy Faction you’re not at War with
General Changes
The game no longer pauses and minimizes when it loses focus
AI ignores temporary alliances when deciding to break an alliance
Loot crates are now rebalanced
Adjusted racket income filter list to take the prosperity modifier into account
Added separate notoriety gains for raze, ransack, and smash up
Prevented Personality Traits from reapplying every time you save/load
Removed time-free teleporting
Fixed disappearing gangsters
UI polish
Locale polish
Prevented alcohol resource errors when ransacking that could lead to inventory corruption
Fixed instances of disappearing actors when upgrading ambience
Fixed severe issues when a game is loaded where "master hotelier" is in effect
Fixed an issue where actors could be sent to the void if two buildings changed their racket type at the same time
Added more building and colour variety in the neighbourhoods
Gangster Talents now need to be unlocked
Fix boss ability items inheriting incorrect modifiers through weapon stats
Add a wait to the flee action so players can see the characters leave the area
Character model improvements
Fixed an issue where if a player added a space or lowercase letters when editing a building name, the building name would not be displayed correctly
Added more building variety throughout the neighbourhoods
Better telegraphing and delay for Hotels Disbanding
Better notifications for players when hotels are disbanded
Fixed a softlock when assigning Lieutenants
Fixed issue where if a character has more than 9 Status Effects on them, the UI will start to overlap. If they receive 28 or more, the icons will start to go off screen
Empire screen filter lists scroll resets on repopulating
The missing synergy icon has been found and returned to its rightful slot
The Crew screen and Black Market now have no whitespace issues when viewed in 4:3
The issue when switching to Asian languages and switching back would cause text to disappear in the tutorial is now resolved
Updated the hiring costs for the starting gangsters
An issue with Safehouse discovery resetting on load has now been laid to rest
The awkward silences in sitdowns have now been filled with conversation
Cleared the truce/end war sitdowns when war is removed
Missing translations in the Settings window from the Title screen have been replaced
Increased the difficulty of the difficulty levels
Changed Threaten Option in sitdown pop up
Fixed alcohol resource being released twice
Save upgrader to fix older saves not loading from alcohol issue
Saltis issue with rackets being locked fixed
DMJ issue for Thompson not on map in Blues fixed
Capone softlock when talking to Guard fixed
When skipping to Ronnie’s phone call in the tutorial, we didn't have a valid reference to the brewery. This has now been fixed
Increased the tiers for racket guards for all major factions
Multiple tooltips were missing in the Empire Overview, Finances and Alcohol info screen. We found them and the are now back where they belong
The name of the neighborhood is now added to the surrender dialog options
Various UI fixes
Fixed an issue where sitdown and mission icons stayed fixed on screen if the player pressed 'f' to transition to another neighbourhood
Made sure that the tutorial safehouse doesn't spawn exterior guards while the tutorial is active
Added new advertisements, see if you can spot them all!
Fixed Safehouse Discovered Softlock in Tutorial
Friend In Need mission fix for not completing after killing lodge members
Jacques Attacks mission fix for not completing if you upgrade all rackets at once
Fixed crate positions
Increased the sitdown timeout from 5 minutes to 15 minutes
Unknown characters will no longer reveal the faction name if we start pre-combat near them
Mark Target will now work in pre-combat and start combat immediately when activated
Resolved an issue where the AI could initiate combat while a sitdown was beginning. This would result in a soft lock in some cases
Added recruiting time to AI squads
Removed war-free attacks. You want a fight, start a war
Raul was placed so close to a building that his arm was in it
Genna fix for Round The World mission not completing
When the player refuses the police request for cash, their rating with the police is reduced depending on their notoriety. If they pay up, their rating with the police is increased
Fixed a cursor issue when cancelling a load game request
Nicknames should now display how you got them in a pop up
Fixed an issue where all tutorial attacks by player were asking for confirmation
Fixed an issue with safehouse storages being nil
Prevented Moles from being added to selection
Non-tutorial AI Factions now start with a safehouse security level of 2 instead of 1
Fixed bookshelf collisions in bars
Created a Sal's Tips update for 1.03 to advise players in-game as to what the updates are
Updated Large Casino interiors
Different colors for the Explore and the Exterminate Agenda icon outline on the minimap and street view. This change also fixes colors of agenda icons not updating when you encounter a squad from an unknown faction
Fixed Status bar icons overlap with combat status UI
Police now resume patrolling correctly after TurningABlindEye is over in a location
Made all loot in crates uncommon
O'Banion's mission POI not updating if racket becomes invalid is now fixed
Fixed Duarte's mission racket showing 0 cost for buildings after takeover, CMA mission not continuing
Injured Gangsters are now correctly disappearing after taking over a racket when they become injured
Fixed Word on The Street mission not continuing because combat was starting during a conversation
Various save game fixes
Made prosperity only update on weekly events
Fixed issue where character entered into a T-pose if they travel while paused
Fixed issue where players could end up not being able to move long distances
Traffic no longer brought to a standstill on completing the tutorial
Fixed the issue with loot screens popping up when other factions find them
Removed cash from loot crate drops
The Municipal Pier is now properly named on the map screen
Additional checking by minor faction AI to ensure target faction has requested alcohol before making trade request
Combat Fixes/Changes
Issues with the AI not using grenades if they have to step out from cover have been fixed.
Dead combatants can no longer panic during combat
Allowed the boss to gain notoriety if anyone in their faction performs an execution
Ensured that AI squads that are about to attack a building are not using other tactics before they attack
Reduced the OW Angle for Dart Gun from 180 to 130 degrees and reduced the OW Angle for LP08 Pistol from 180 to 150 degrees
Suppressed Fire shot does not deal damage to targets
Ensured that combat can't start during conversations
Fixed issue where player is able to equip regular rounds on dart gun
Tweaked Last Rites as it can deal more damage than it is supposed to: All attacks with more than one shot would always deal crit damage after the first crit shot
Fixed issue where certain conversations couldn't start combat
Stopped heal over time effects being applied when their item is equipped
Fixed a softlock in combat when moving characters who had been revived from bleeding out as the result of an overwatch shot
Fixed Ability & Melee descriptions being truncated during combat
Fixed issue where Gun panel would stay up with no gun icon
Fixed an issue where entering combat during the war tutorial softlocks the game
Remove the drunk animation while in combat to fix characters teleporting across the map
Ensured errors in AI tactics don't block AI behaviour
Fixed softlock related to a primary faction being eliminated in a war
Fixed softlock when a revenge reaction turn was triggered after shooting
Fixed softlock when using batter up on a character that doesn't die
Weapon Balance: Reduced the effectiveness of a number of weapons. Critical hit damage has been reduced across the board. Removed the instant kill modifier from the Funeral Arranger Shotgun and the Deceiver Rifle. Added Knockback and Bleed to the Deceiver
Fixed knife attack animation freezing
Fixed save games with broken melee weapons after using a batter up reaction attack
Fixed an issue where Knocking Out a character with an overwatch shot would softlock the game
Fixed issue where character could be stuck in the knocked out pose after combat ends
Last Rites ability has limited range, which was not implied by the game in any way. This is now fixed
Fixed issue with Remedy not appearing on action bar
Fixed issue with Hair Trigger ability activation popup showing even when character is knocked down
Fixed an issue where certain combat reactions were using stale position / vision data. Could cause an issue where a character would "step out" to an old position several meters away
Time Bomb will now disrupt overwatch when thrown
Characters no longer get up after they have been executed if they were put in the BleedingOut state by a critical hit
Fixed issue where Last Rites didn’t indicate that DMJ's Mauser has 10 shots leading people to believe it is bugged
If a gangster or boss will be affected by the exterior combat, the dialogue offering surrender now shows their name
The camera will no longer move after the player abandons exterior combat when the attackers are attacking the outside of a building
AI attacking building exteriors will now attack between 8-15 metres from the building door instead of between 0 - 5 meters
Fixed issue where corpses would block player moving to tiles
Vicekings boss Daniel leaned on us for getting his name wrong in German
The camera will no longer move after the player abandons exterior combat when the attackers are attacking the outside of a building
We have ensured the Run Away option is displayed in surrender dialogue if the character is under attack outside
Added even more variety in the buildings
Made sure characters cant get stuck in the overwatch pose at the end of combat
Characters now rotate back to their overwatch direction after getting attacked
Increased the duration before an AI will declare war without an antagonizing incident
Adjusted weapon ranges and stats
Smooth out the curves for weapon ranges to reduce a number of sharp drop offs.
Lowered a number of critical damage multiplier values for numerous weapon types.
Removed critical hit chance from a number of explosives weapons.
Removed armor damage from rifles
Fixed an issue where the AI would get close to the player
Added new movement parameters that allows the AI to want to move towards the effective range of their weapon
Improved the performance for moving towards enemies and grouping with allies
Fixed an issue with all tiers of Saltis melee racket guard being equipped with Brass Knuckles. Now each tier of Saltis melee racket guard is equipped with appropriate tiers of melee weapon
Wandering thugs and thugs near loot crates will no longer attack the player on sight. They will attack if the player opens a loot crate near them
Guards of major and minor factions will now only attack the player faction characters on sight if they are at war
Melee attacks now trigger the correct animation if the target bleeds out
Fixed that combatants who start a battle while in sitting pose, will no longer stay in that pose for the whole fight
Guards in rackets will no longer sit in chairs
Resolved a UI Overlap in combat with large text settings
Further updates to the combat AI to help them move when no targets are visible and stay put when they can do actions from their current position
Made sure bleeding out targets are prioritised correctly in the chance to hit order
Friendly fire no longer removes non-aggression types of pacts (ceasefires/defense agreements..etc)
Fixed issue where Unleash Fury could fail to activate
Reduce the movement debuff from exhaustion from -2 to -1
Fixed an issue where clicking the "Exit Ambush" button did nothing in combat
Character speed returns to normal if Drunk status wears off during combat
Gut Shot sfx now only plays when someone gets shot in the gut
Fixed issue with the Lifeline ability which could cause it to be applied incorrectly to characters close to the action
Fixed an issue with Lifeline where the bonus could become stuck on a character
Fixed a bug where characters could be warped out of the combat bounds at the beginning of combat if that character had been knocked down or killed by an overwatch shot in a previous combat
Mission Fixes/Changes
Auto focusing missions that come from quest givers and boss missions
Fixed failing Ryley mission when Alfred dies
Fixed Helen being placed in Dyer mission when placement invalidated
Removed repeated objectives failing missions
Fixed alcohol production being stopped forever in CMA mission and Burned Booze and Ruined Barley event
Fixed unclickable option for DMJ's mission
Added placement invalidated to RPC missions so they stop failing when a building is upgraded
Moved Kicking the Habit mission to mid game to stop both Maria missions spawning together
CMA fixes - Stopping All Good Things on Alt time auto-completing, fix for Jacques Attack and They're onto Us
Boss mission fixes - Stopping NPCs from spawning on band stand, buildings taken over by killing boss now count as conquering and progress mission, fix for DMJ mission Down Hearted Blues
Fixed missions not completing in groups
CMA fixes, Auto accepting mission rewards instead of relying on resolution pop up
Persisting mission NPCs that are going to be resurrected to stop them from disappearing, misc boss mission fixes
CMA fixes, body bag removal fix, removing persistent POI over Maria's head, adding do not revive tag to mission NPCs to stop them getting up after combat
Moved any mission NPCs standing on stages in bars off them
Fixed an issue where interior guards could duplicate themselves after winning a defensive fight
Union mission, family business mission and NPC approaching player to talk fixed
Lost and Found: After interaction with thugs, we have fixed the loading freeze when trying to enter racket
Fixed some missions giving rewards even when they are failed
Fixed Broken Menagerie not continuing if fight happens before thug fight
Thug Variants
You should now see 13 variations of thugs
The appearance is randomly selected
Racket Guard Changes
Any old saves that were made before these changes were introduced will keep their previous racket guards until that racket is upgraded or sold and purchased again. Once upgraded or purchased the racket will start using the new guard setup.
With each level of security upgrade the guards will now become much tougher
A new tier of racket guard has been introduced at security upgrade levels 4 and 5
These changes only attribute based. The number of guards has not changed and there has been no changes made to the guard inventories
Fixed issue with racket guards not being replenished
Faction Changes
Allowing the boss to gain notoriety if anyone in their faction performs an execution
Fixing Spiffing Brit minor faction exploit
Faction AI no longer attacks buildings outside of war. Existing attacks outside of war in older saves are cancelled.
The diplomacy option for retribution demands has been removed
Safehouse Changes
Safehouses now start out as hidden (white buildings you can't interact with)
Discovery chance increases by 1% a week from meeting a faction
Once a month a safehouse discovery chance checked and the safehouse is revealed if the check passes
Diplomacy screen shows your current discovery chance
Taking over that faction's rackets further increases the discovery chance and checks (dynamic percentage based on faction rackets remaining)
Event fires on safehouse being discovered
Guards don't show up outside the safehouse until the safehouse is discovered by the player
Ensuring taking over safehouses correctly assigns lieutenants
Fixed issue with gangsters flagged as “away” being able to be assigned to a safehouse
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