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You’ll find below a summary of this patch’s fixes :
Weapon improvements (balancing, animations improvements, various fixes and polishing, sound effects)
Animation improvements (further fixes on Ragdoll system, polish in several cutscenes)
Gameplay improvements (improvements in Stealth levels, improvement of MacCall and Johannson behaviour, AI improvements)
Interface improvements (Collectible indications, Options Page fixes and polishing, Multiplayer interface)
Design
Balancing
Weapons
Increased the damage and reduced the spread of the AI Hunting Shotgun
Reduced the AK47 recoil from hip fire and ADS.
Decreased the number of damages to 60.
Decreased the overheating time to 5s.
Decreased the cool down time to 3s.
Bosses
Increased the life, the damage and the accuracy of Winslow on every difficulty.
Changed Winslow’s main weapon to a hunting shotgun.
Changed Winslow’s behaviour to not start the bossfight with reloading his shotgun.
Reduced the stun time of Winslow on every difficulty
Increased the life, damage and accuracy of Willard on every difficulty
Changed Willard’s behaviour to not constantly run around.
Reduced Willard’s stun time on every difficulty level
Dr Johansson new Behavior
Balancing the damage of Johansson in all difficulty levels.
Balancing the waiting times of Johansson in all difficulty levels.
Balancing the Action sequences of Johansson in all difficulty levels.
Level Design
General
Heavies can no longer be karate chopped or taken hostage.
FBI Headquarters
Fixed an issue with an enemy that would get stuck staring at a wall.
Emerald Base 02
Fixed a collision issue with the tank, allowing players to go under it.
Adjusted most enemy positions and patrols.
Moved the Heavy outside and gave him a Shotgun.
Replaced a Helmet pickup with M16 ammo.
Increased enemy model variation.
Emerald Base 03
Adjusted AI patrol paths.
Mountains 02
Fixed the two enemies below the tank not running towards the player.
The two enemies below the tank now run towards the player a bit faster.
Reworked final combat sequence.
Fixed enemies being able to walk through the helicopter.
Added a medkit and vest.
Lake 02
Fixed an issue with the destroyed wall staying open after restarting from checkpoint.
Adjusted the position of the checkpoint after the cutscenes.
Adjusted the objectives in the level to appear at more appropriate moments.
Adjusted the spawning of the enemies outside the cabin.
Changed the weapons of most enemies to make them more appropriate for their faction.
The helicopter with the M60 enemies now leaves the area slightly faster.
Blocked off an area that allowed the player to leave the gameplay space.
Canyon 01
Blocked off an area that allowed the player to leave the gameplay space.
Canyon 02
Fixed some areas where the Player could get stuck.
Added wooden beams to provide better traversal in a specific section.
Spads Base 02
Fixed an issue with the XIII Dossier not disappearing when taking the keycard.
Fixed enemies walking through trees.
Spads Base 03
Disabled interactable objects from the previous level.
Reworked pickups in the level (fixed broken pickups, moved, added and removed pickups).
Changed the angle of the camera panel in the first section.
Added more enemies in the first three sections and changed some of their behaviours, increasing the overall difficulty of the level.
Spads Base 04
Player should no longer be able to start the level partially inside the floor.
Moved the Checkpoint before a pickable locked door to be after the door.
Text
All Languages
Split up the text for the Cowboys dialogue in Rooftops.
Added missing descriptions for some of the graphics options.
Added text for the collectible viewer controls.
Added text for when the player has max ammo, medkits and armor.
Added text for when the player is unable to drop a dead body.
Input
Improved input response of the camera and movement for both PS4 and Xbox (should now feel smoother, and easier to aim and move around)
Features:
Glass Shard: Now, when breaking big windows, mirrors and doors containing glass, these will spawn a glass shard that can be used as makeshift weapon
Code
Fixed back guard in Prison escort sequence walking past the player.
Fixed enemies being able to open a door that triggers an animation sequence in Emerald Base 02.
Fixed hostage guards not getting deactivated after using the elevator in Winslow Bank.
Fixed Carrington advancing too soon in the final section of Mountains 02.
Fixed Jones not reacting to the enemies shooting her in Mountains 02.
Implemented the new behaviour for Dr Johansson.
Fixed characters not properly looking at the player during animation sequences and cutscenes.
Fixed being able to take heavy enemies hostage.
Fixed dropped weapons and ammo from Dr Johansson’s syringe effect not getting destroyed on checkpoint reset.
Fixed the melee attacks detecting more damageable objects that it should.
Fixed the triggering of the heavies going berserk.
Fixed Winslow getting stuck in reload if stunned.
Fixed NPC bodies getting colliders disabled when in an elevator.
Fixed getting on the turret while in ads causing player to be stuck in ads
Fixed knife staying in the players hand when emptied on a grappling hook
Fixed tactical crossbow animation sync issues
Added dry fire vfx for tactical crossbow
Fixed turret overheat starting on button press, now it starts with the animation
Fixed turret fire not being triggered when spamming click
Added cancelling to weapon equip animations
Added/fixed run/walk sounds on pistol, uzi, m60, sniper, hunting shotgun, grenade, tactical crossbow and knife
Fixed revolver secondary fire audio
Fixed dual uzi fire audio
Fixed chair smash audio being cut off
Fixed dual pistol reload audio
Fixed microspy and c4 placement
Add the full collectable 3d viewer
Update Ui Input reminder in menu
Add total counter of collectible
Fix submerged / surfaced in and out problems
Add collectible indication for every mission in Mission page
Leave crouch when sprinting and vice versa
Fix character spawns in crouch position after failing mission
Fix sound looping after resting checkpoints
Fix music in credit that whasn’t working
Fix Idle that was playing in cutscene
Improve bullet impact sound
Add doppler effect to projectiles
Fix sounds that was playing while menu was in pause
Pause / Unpause ambiance of current level when going in flashBack
Add death sounds in main menu
Add tinnitus when hit from explosive projectile
Grenade UI Fixes
Turret fixes
Turret UI Fixes
Throwing weapons now can’t que actions
Fix a problem where you could sprint with the harpoon gun underwater
Melee input for Joystick and Keyboard
Added melee animations for almost every weapon
New logic for the alternative fire, now is usable as melee
Added HUD / Gameplay restrictions to yacht
Added graphics presets to options
Fixed lockpick prompt to properly say hold
Added input reminders to video cutscenes
Art
Levels
SSH1 Base 02 got a big revamp:
The level got relit from start, for a more polished and atmospheric result
Many worldbuilding changes and additions to fit the new style of the level
Occlusion of the level was redone in more detail, to ensure that more things are culled when they are not needed. This solved all the reported occlusions issues the level had
Various changes to Makeshift weapons to have more variety and also being easy for the player to access them
The collectable at the end of the level is now moved to a new, secret location (its in the locker room, behind the middle mirror, break it to access the collectable)
Fix for when the boss fight starts, the player to be trapped in the room, forcing the fight in the boss room. This solves various issues we had when the player dragged the boss outside of the correct room.
Various fixes to interactions of the level
Yacht got a polish pass and various fixes:
All character on the yacht got a proper lighting pass to looks better
Fireworks got a light pass so they look more impressive, even though, intentionally, the light from the fireworks is not affecting the Yacht due to performance
Fixed various light and reflection bleeds that were in the inside of the Yacht
Fixed the fact that the horizon had a hard cut and it was not bleeding properly with the sea
Fix for the Yacht Flashback level being visible at the top of the sky
Submarine had various fixes:
Further optimization on shadowcasters in the most taxing in performance rooms
Fixed various occlusion issues
Character lighting pass for both cutscenes that the level has
Rooftops had various fixes:
Updated all sequences where Jones opens a door, so those doors do not have interaction outline before jones actually opens or unlocks the doors
Fix for the black plane appearing on the third cutscene
Fix so the table sequences are not playing at the start of the level but at the actual correct time frame (just when you open the door of the room)
Various occlusion fixes
Mountains 01 had various fixes:
Fix for the ladder being obstructed from the telepherique when the telepherique was back in the station
Fix for the mechanism of the telepherique snapping back weirdly after the animation was done
Various occlusion fixes
Sanctuary 01 had various fixes:
Fix for occlusion issues including the statue on the cliff and the huge doors that were culled after they were opened
Fix for the horizon having a hard cut due to sea and sky not blending
Hotel, fix for the doors to the main hall being opened by default instead of opening only from the sequence with the FBI agent
Hotel, fix for the weapons floating from the enemies hand
Emerald base 03, the collectible in the vent was moved in the toilet (second door), since that part of the vent was completely blocked to stop the tedious backtracking that the players had to do
Spads 02, moved the collectible to a more hidden location in the same area
Spads 02, fixed occlusion issue
Glass of meeting room in SSH1 base 01 has been changed for improved visual and less obstructed view
Winslow Bank Fix, so the car at the end is not visible when the player is on the stairs, so it makes sense that it arrives in the cutscene
Winslow Bank Fixes on occlusion issues found in the library and in other parts of the level
Fix for occlusion issues in the Abandoned House part of the FBI
Fix for various occlusion issues in Emerald base 02
Various fixes including a fix for occlusion in Resolute base 01
Various fixes in Canyon 01
Various fixes in Canyon 02, including fixes for culling issues, black surfaces
Added animated screens in Emerald base 02
Fixed occlusion issue on Spads_04
Fixed and added number decals in Spads_04
Added pathblocker in a vent in Emerald Base 03 to prevent player from exiting the vent
Emerald base 03 fixed occlusion issue
Fixed Lod issue on some assets in Emerald base 02
Fixed fog distance in Emerald Base 02
Fixed emissive materials in winslow bank now with correct colors
Optimized the top section of the bank with reduced shadow casters
Fixed lights disappearing and appearing in Mountains 02
Various fixes and polishing in sanctuary 02
Weapons
Key animations and issues fixes
C4 animation polishing
Microspy animation polishing
Melee attacks animations implemented in almost all the weapons
Brick look overall and polishing on animation side
Harpoon gun look overall and polishing on animation side
Lockpick improvements on up/down animations for faster interactions, in addition to fixes to these animations
Lockpick User Prompt now properly displays the Hold action
Scrolling between weapons with mouse wheel now is more quick
M60 look overall and polishing on animation side
Tactical Crossbow has more animations implemented and looks better
Statue animation fixes and overall looks better
Sequences
Sequences fixes in different levels(spads base 01, rooftops, Emerald base 01, mountains_02, FBI, Winslow bank, ssh1 base 02, spads base 03, Sanctuary 01, flashback lake, Yacht, Emerald base 03)
New sequence added in Emerald base 03 when XIII is going to find Carrington, a soldier it’s leaving the room
New sequence in hotel at the beginning of the level, enemies speaking in the laundry room
New sequences in Asylum, when the alarm is triggered the guards go for the player coming from different rooms. Also new sequences with the doctor and Karen speaking about the rats.
Added dialogues missing related to the end of the sequences or cutscenes and in the transitions of the flashbacks
Polishing sequences (lake 02, rooftops,mountains_02, FBI, Winslow bank, Emerald base 01, ssh1 base 02, flashback lake, Yacht)
New sequences in FBI at the beginning of the level with Nico going into the room and checking for the noise.
Created new seq with Victoria in the second floor scared in Winslow bank, also created new seq with the guards in the library
New sequence at the end of the level in Canyon 01, one enemy run and say ‘’call the Mongoose, get back up’’
New sequence with Mongoose dying
New sequences in Emerald base 02, at the beginning of the level, 3 enemies having a conversation, also new sequence with an enemy smoking close to the car
New sequence in submarine, a guard say ‘’who’s there?’’ and wait for XIII in the other side of the door
New sequence create with Standwell going to the table and shooting all around (not implemented)
New alternative sequence in the flashback Emerald base with Carrington, if the player it’s so close to him he wouldn’t walk forward
Cutscenes
New version of cutscenes 15, 23, 24, 25, 26, 32, 34, 35
Cutscene 15 : added vfx
Cutscene 23 : Improved camera transition at the end and made the rocket faster.
Cutscene 24 : Improved environment and lighting, added wind and snow on trees, better-looking ice material from above with fake reflection of the 3 enemies.
Cutscene 25 : Added new facial animation.
Cutscene 26 : Replaced the automatized ceiling pieces falling with hand animated ones.
Cutscene 32 : Improved animation of Edelbright, better transition to his walk, walks faster towards the door.
Cutscene 34 : Completely new animation for Edelbright talking then taking the gun out when walking backwards. Edelbright now goes and hides behind the missiles. New animation for the enemy running in the room.
New version of cutscene 50 where only the shot in the elevator has improved body and face animation.
User Interface
New full screen functionality on the Collectibles menu
It can be accessed by clicking on the icon of each collectible
The player has control of a camera that can rotate freely around the collectible, zoom in/out
There are buttons that let you cycle through all your unlocked collectables while in the full screen view
There are shortcuts that let you control rotate, cycling through collectibles and resetting to the default camera
New messages on the HUD Log for the following situations:
when body can’t be dropped due to not having enough space
when having full ammo on trying to pick something up
when having full medkits on trying to pick something up
New loading screen for the times that the player is loading out of the level or for the initial loading to the game to the main menu. It’s the classic loading screen, stripped of the Title, Middle Art, Tips. It features the necessary loading bar and loading icon.
Polishing on layout, sizes, and font on the Collectable Menu
Various fixes and polishing to Mission Selection Menu:
Fix for all the labels of the mission boxes to be the same size, both the background and text
Fix for some mission artwork sprites showing wrong aspect ratio
Misc. fixes regarding positioning and polishing for the statuses of the buttons
Added collectable completion reminder in the Mission Selection Menu to every level featuring collectible(s)
Various fixes and polishing to the Options Menu
Fix for the Controls Options Menu button sprites and statuses
Fix for the Options side menu positioning and sprites values
Misc. fixes and polishing regarding the sub menu left and right buttons
Fix so the submenu was not by default on when you opened the options menu, which in turn fixed the various issues we had with that submenu
Added in Credits the new programmers that joined the project from the end of last year
Various fixes on the Conspiracy Menu
Collectables
Together with the new full screen view, all the Collectable dioramas had the following:
Updated, better posed default view for when you are viewing collectables in the base menu
New default position per collectable for when entering the full screen view
Proper lighting pass for each collectable
Fix for outlines appearing white instead of the normal black
Fix for the various glass materials that were not appearing properly
Various pose fixes on the Character Collectibles to reduce intersections and weird body deformations
Updated all the weapon collectables that had an outdated model/texture due to the weapon itself getting an updated after release
Adjusted Post process on collectable menu to ensure no weird bloom bleeding, and reduced some of the effects for better performance
Environment
LOD fixes for several props
Fixes on collisions related to audio issues
Fixes on some material’s tag for accurate impact visual and audio
UV’s lightmaps fixes for props and structures
Added new shadowcasters for Mountains 01 to help with performance
Collider fixes for Emerald Base 03, FBI headquarters and Submarine structures
Fixes on the breakable potteries in Canyons 02, now they can be destroyed correctly
Updated and fixed various rocks collisions in Canyons 01, 02 and Lakes 01
Hole added behind the mirror in SSH1 Base 02 to collect the XIII’s statue
Added collider for some props
Fixed disappearing fence in Prison
Interactable outline added for the interactable book in Asylum
VFX
Fixed the Alarm Box not triggering the visual noise
Fixed the snow kicked up in an Emerald Base 01 sequence disappearing too fast
Added vent smoke to Resolute Base 1
Disabled collisions of the leafs in the destructible vent covers in Sanctuary 1
Added 3 animated screens to Emerald Base 3
Fixed the color grading of the snowman destruction effect
Adjusted the look of helicopter effects in Cutscene 13
Added helicopter effects to the cutscene 15
Fixed the bazooka muzzle flash in Cutscene 28
Added a visual noise to the Cutscene 43
Fixed the turret projectile visuals getting disabled after being used once
Fixed the “clicked” visual noise clipping the tactical crossbow mesh
Added effects to the brick projectile
Improved the look of the turret overheat effect
Added cigar smoke to the collectable 41
Shaders
Improved performance of our custom post processing
added transparent shader that correctly gets picked up by render-textures
Optimization
Set up platform specific optimization options
Audio
Level Ambience Updates
Spads_Base_04 Ambience + Reverbs.
Update Spads_Base_03 Ambience + Reverbs.
Update Spads_Base_01 Ambience + Reverbs
Update Lake 01 Ambience + Reverb.
Update Mountains Ambience + Reverbs.
Update Emerald_BAe_01 Ambience + Reverbs.
Update Lake 01 Ambience + Reverb
Update Mountains_02 Ambience + Reverbs.
Update Mountains_02 Ambience + Reverbs.
Update Rooftops Ambience + Reverbs.
Update FBI Headquarters Reverb.
Update Reverbs Brighton Beach 01 and 02.
Update Winslow Bank Reverb + Submarine Ambience.
Update Sanctuary_01 Ambience.
Update Spads_Base_04 Ambience.
Update Sequence Spads_Base_04.
Update Mountains_01 Telepherique Animator.
Update Ambience Hotel + Intr + Cutscene.
Update Submarine_02 Ambience.
Update Submarine_02 Ambience.
Update Canyon Ambience + Reverbs.
Update Ambience Prison.
Update Prison Ambience + Reverbs.
Update Asylum Ambience + Reverbs.
Update Lake 01 + Lake 02 Reverbs.
Update Asylum Ambience + Reverbs.
Update Hotel Reverbs.
Update Submarine Levels Reverbs
Update Mountains_01 + Mountains_02 Reverbs.
Update Emerald base 01, Emerald base 02,Emerald base 03 Reverbs.
Update Rooftops Reverbs. AID-4451 Update Spads_Base_03 Ambience + Reverbs.
Update Ambience + Reverb in FBI Headquarters.
Update Winslow Bank Reverbs.
Update Brighton_Beach_02 Reverbs + Ambience.
Update Reverbs Brighton_Beach_01
Update Brighton_Beach_01 Reverbs.
Update Yacht Reverbs.
Update Resolute_base_01 + Resolute_base_02 Reverbs.
Update Lake_02 Reverbs.
Update Spads_Bae_03 Ambience + Reverbs.
Update Spads_Base_02 Ambience + Reverbs. Update Sequence Explosion WB.
Update Spads_base_02 Ambience + Reverbs.
Update canyon_02 Ambience + Reverbs.
Update SSH1_Base_03 Ambience + Reverbs.
Update SSH1_Base_01 Ambience + Reverbs
Update SSH1_Base_04 Ambience + Reverbs.
Update Submarine Ambience + Reverbs.
Added Canyon additional SFX for ambiance.
Update Event for Optimization + Reverb System.
Equipment Fixes and Updates
Update Fmod Event Bottle on fps arms + related prefabs
Update Key Fmod event fps_arms.
Update Audio_Shotgun_Fire Sound on Fps Arms.
Upgraded the grenade SFX
Added a custom preset for sniper, did another pass of weaons optimizations.
Sorted Ref audio events, Fixed grenade explosions, added Bazooka explosions 3d to mountain 02 bank.
Tweaked punch impacts.
Added IR send to all fire 2D weapons, boosted IR tail for indoor on revolver.
New Revolver SFX,
New revolver shots SFX.
SFX Fixes and Updates
Update Surface vfx_sfx script object.
Update Shark Sequence in Spads_Base_01.
Update Surface vfx_sfx script object.
Pushables and Interactibles Fixes and Updates
Update Doors gate prefabs + Audio Gate prefab.
Reduced the number of assets on impacts to 6
Update Panel control event + Snapshot.
Update Generator event.
Fixed door 29 sync and hangar door 01 sync.
Music,Sequance,Cutscene Fixes and Updates
Update Spads_Base_01 Sequence.
Update Music Submarine.
Fix Dialogue Hotel. VXID-4451 Update banks.
Update Mountains_02 Fix Dialogue + Fix Footsteps_npc
Update Sanctuary_02 Intr.
Update Spads_Base_01 Sequence.
Update Shark Sequence in Spads_Base_01.
Update Spads_Base_04 Sequence.
Update Sequence 12.2 in SSH1_Base_01.
Update SSH1_Base_01 Seq_12.
Update Sequence Spads_Base_04
Fix Dialogue Cutscene_03.
Update v20201221:
You’ll find below a summary of this patch’s fixes :
Weapon improvements (balancing, animations, sound effects, Grenade timer, Keybinding on PC)
Animation improvements (further fixed on Ragdoll system, polish in several cutscenes and in-game sequences)
Gameplay improvements (checkpoints added after flashbacks, Ammunitions and Medkits management, tweaks on some bosses, further audio additions and fixes)
Art debugging and improvements (various collision and occlusion bugs, lighting)
Weapons
Added screen shake to weapons..
Increased the projectile speed of makeshift weapons.
Increased the recoil of the Uzi while aiming down sights.
Increased the noise radius of the M16, AK-47, M60, Pistol, Shotgun, Hunting Shotgun,
Sniper Rifle, and Grenade.
Increased the damage of the M60.
Increased the projectile speed and weight of the M16 grenade.
Reduced the accuracy of the Pistol
Fix wheel selection
Added hold throw to glass shard, statue and brick
Fixed turret material turning blue after overheating
Fixed turrets idle breaker happening way too often
Fixed turret overheat bar not going down when holding the fire button
Fixed burst fire not ending correctly when weapon gets removed during it
Added animation canceling to hunting shotgun
Fixed swapping dual wield weapon for another causing the left arm to be missing
Fixed the military arms not picking up bodys and corpses correctly
Added a limit to the medkits
Added single reload to hunting shotgun when you only have 1 ammo left
Fixed turret placing the player in the wrong position when exiting
Fixed makeshift weapons not always taking out enemies
Added grenade ui timer
Fixed turret UI overlap
Fixed debris on makeshift weapons
Fixed entering the turret while sprinting not being immediate
Fixed missing pickup sound for keys and keycards
Fixed Grenade Explosion
Reduced Broom impact
added IR send to all fire 2D weapons, boosted IR tail for indoor on revolver
New Revolver SFX
Tweaked enemies weapon attenuation curves
AI
Adjusted the speed of enemies’ Bazooka projectiles.
Adjusted the time it takes for marksmen-type enemies to lose the Player.
Bosses
MacCall
Increased the health and damage of MacCall on all difficulties.
Adjusted the speed of enemies’ Bazooka projectiles.
Adjusted the time it takes for marksmen-type enemies to lose the Player.
Helicopter
Increased health and damage of the Helicopter on all difficulties.
Increased the movement speed of the Helicopter.
Increased the fire rate of the Helicopter’s missiles.
Reduced the fire rate and the accuracy of the Helicopter’s machine gun.
Reduced the accuracy and area of effect of the Helicopter’s missiles.
Standwell
Increased the health and damage of Standwell on all difficulties.
Mongoose
Increased the health and damage of the Mongoose on all difficulties.
Reduced the stun duration and accuracy of the Mongoose on all difficulties.
Level Design
Winslow Bank
Adjusted collisions in an area where the Player could get stuck. Rooftops
Fixed Level Complete objective appearing incorrectly.
Fixed a Grenade that couldn’t be picked up.
Fixed AI being able to walk out of the main combat area in the exploded warehouse section.
Blocked off the Player from being able to walk inside the exploded warehouse.
Adjusted the way the Checkpoint before the exploded warehouse section activates.
Adjusted the way the focus marker at the second jump appears.
Emerald Base 02
Enemy next to the ladder now uses a Shotgun.
Fixed Player being able to get stuck outside the fence in the last section.
Emerald Base 03
Removed incorrect dialogue texts from cutscene.
Added medkit in the red room.
Mountains 02
Adjusted the way the final Checkpoint and combat sequence are activated.
Fixed several areas where the Player could clip through geometry.
Lake 01
Fixed some poor collisions before the first zipline.
Prison
Improved behaviour of elevator objective marker.
Improved objective behaviour.
Changed activation method for first checkpoint to prevent sequences from getting broken.
Added knives in the first hallway.
Asylum
Added a Checkpoint after the flashback.
Spads Base 03
Added Tactical Crossbow to starting inventory.
Spads Base 04
Replaced glass shard and brick in the first area with an ashtray and broom respectively.
Moved the checkpoint next to the lockpick door to be after the door.
Resolute Base 01
Improved enemy patrol paths.
Disabled gravity on M60 pickup.
Sanctuary 01
Added a Checkpoint after the flashback.
Removed some of the objective markers at the end of the level.
Improved enemy patrol routes.
Added an additional enemy at the start of the level.
Sanctuary 02
Fixed objective marker on keypad not disappearing correctly.
Adjusted Level Complete objective.
SSH1 Base 01
Adjusted the position of the last Checkpoint.
Text – All Languages
Added localization for Boss names.
English
Fixed punctuation and grammar mistakes in some of the texts.
Spanish
“¡Atajo de inútiles!, to “¡Hatajo de inútiles!”
“Opciones de guardado” to “Guardar Cambios”
“Mostras los objetivos” to “Mostrar los objetivos”
German
Shortened several texts that did not fit inside their boxes properly.
Corrected Mongoose’s name in texts for Collectibles.
Tech
Fix issue when player still has gun during flashback
Fix Pause / fail Menu SuperImposed
Fix Arrow position in dialogue system
Remove Controller Vibration when player use keyboard
Add localisation for Continue / quit button in main menu
Fix issue when player had to press Escape twice to open pause menu
Pause the game when a controller is disconnected on PC
Don’t transmit the suspicious position when an AI is alerted for getting hit. Have AIs investigate around randomly
Have an automatic two dead detection
Camera shake effect
Fix body dropping issue (going through geometry)
Fix ragdoll falling through floors (most cases)
Fix ragdoll reaction for explosions and shotguns (most cases)
Change Keys 1-6 to select a specific weapon
Fix impact direction of makeshift weapon on a character (i.e. throwing glass will push character in the direction of throwing)
Fixed being able to escape the Prison escort sequence.
Fixed blocking issues with the Prison escort sequence.
Fixed guard teleporting in the Prison escort sequence.
Fixed being able to push the front guard after the end of the Prison escort sequence.
Fixed guard not getting alerted by the player carrying a hostage in SSH1 Base 01.
Fixed alert detection issues in the beginning of SSH1 Base 01.
Fixed animation of FBI agent in FBI HQ not getting interrupted when he was taken hostage.
Made the boss display name that is shown in the Boss HP bar be localized.
Fixed the VO line playing again after restarting from checkpoint in Winslow Bank after the vault explosion.
Fixed guards in the hostage section of Winslow Bank not staying close to the player.
Fixed enemies in Sheridan sequence of SSH1 Base 02 not being able to shoot at the player.
Fixed Standwell getting stuck idling when pushed into a corner after getting stunned.
Audio
Reverb implementation and update
Reverbs Update
Yacht
SSH1_Base_01
SSH1_Base_03
SSH1_Base_04
Hotel
Sanctuary 2,3
Submarine 1,2
Winslow Bank
Brighton beach 2
Rooftops
Added reverbs
Brighton beach 01
FBI Headquarters
Spads Base 1,2
Mountains 1,2
Fixed Audio bug
Loud explosion of the gas tanks
Amos End line in FBI first cutscene
Brighton beach 01, Flashback gunfire sound
Hote, missing voice lines between Winslow and his guards
Fix Dialogue Volume
Fix Footsteps Volume
Fix Bodyfall Volume
Fix Explosion in Winslow Bank
Fix Cutscene Async in Rooftops
Weapon Animation
Turret animation polishing update, including fixes on fire (normal and ADS)
Shovel animation polishing pass and overall fixe
Glass Shard polishing pass and overall fixes
Screenshake pass on each of the weapons
Shotgun Hunting animation polishing pass
Cutscenes
Improved lighting, worldbuilding, post processing in Canyon cutscenes
Improved lighting, worldbuilding, post processing in spads 01 cutscenes
Improved lighting, worldbuilding, post processing in Asylum cutscenes
Polishing fixes in Spads 02 cutscene
Fixed issue with the cutscene 41 in ssh1 base 01 (black background, issues in the shader)
New versions of cutscenes 27, 28, 29 ( three of them pre-rendered) and 31 ( in-game)
Sequences
Hide enemies getting enable from the beginning of the level
Emerald base 01 polishing settings and animations. Sequence with the heavy soldier redone.
Deleted the first checkpoint of the level.
Lake 01 polishing settings for sequences, and fixed sequence with the snowman, right now the soldiers react properly to the player. Created new sequence at the end of the level ‘’give me your compass’’
Updated culling mask in the static cameras of all the game to hide the player in those cameras.
Fixed issues with static cameras (culling) in ssh1 base 04, the camera was showing some parts of the background that were disable because of the occlusion. Now it’s fixed
Fixed Jones with facial animation in the flashback Winslow bank
Lake 02, changed position in the screen of the static cameras to don’t overlap with the objective message.
Emerald base 03 polishing settings in sequences and fixed minor bugs
Spads base 02, changed viewcone of the bosses so they can detect you in some visible spots inside the tent.
Yacht make Sheridan disappear after the cutscene with Carrington and Amos
Environment
Fix on FBI structures related to Audio bugs
Fix on the safe’s LODs in Asylum
Fix stretch UVs in Mountains 01
Fix on LODs in Sanctuary 01
Fix on Maze’s stairs colliders in Sanctuary 01
Shaders
optimized sobel-edge-detection performance on the static cameras
fixed black-artifacts issues on static cameras
Update v20201207:
You’ll find below a summary of this patch’s fixes:
Weapon improvements (balancing, animations and other tweaks, projectiles, multiplayer pickups)
Better Gameplay experience with many AI fixes (better reaction and behavior, tweaks on some bosses), further audio additions and some fixes on ragdoll system
Art debugging and improvements (various collision and occlusion bugs, more polish in levels)
DESIGN
Balancing-
Weapons:
Increased the AK47 ADS spread.
Increased AK47 Horizontal RecoilIncreased bullet spread of AK47 while on ADS
Reduced the camera dulling while on ADS on Crossbow, Tactical Crossbow, Sniper Rifle
Increased the Push and the Recoil on the Hunting Rifle
Increased the damage and the range of effect of the M16 grenade.
Increased grenade timer from 3 to 4.5 seconds
Increased bullet spread on ADS and Hip fire for Silenced Pistol
Increased bullet spread on ADS and Hip fire for Pistol
Increased bullet spread of Uzi
Increased recoil of Crossbow
Increased recoil of Tactical Crossbow
Reduced the number of ammo in Crossbow pickups and Crossbow Ammo boxes to 3
Reduced the number of ammo in Shotgun pickups and Shotgun ammo boxes to 3
Decreased the damage of the knife stab to 250.
Others:
Reduced the time of investigation for AI finding a Dead body, From 2s to 1s
Tweaked the life and the armor of the Heavy
Reduced the health regeneration for Hard Difficulty to 30
Increased the health of the Heavy in Hard and Very Hard Difficulty to not be one shot killed by the M16 grenade.
Increased the HP of DrJohansson.increased Dr Johansson’s speed
Increased the damage of Johansson’s knife stab to 10.
Reduced the phase movement speed of Doc Johansson
Reduced the damage in Easy Difficulty of Doc Johansson
Increased the HP amount of Mac Call in Easy, Medium, Hard and Very Hard Difficulty
Increased the Damage of Mac Call in Easy, Medium, Hard and Very Hard Difficulty.
Level Design-
Brighton Beach 02 – Fix first AK not picking up
Brighton Beach 02 – Fix floating pistol
Emerald Base 02 -Changes on AI and patrols
Lake 01 – Fix some pickups not working
Lake 01 – Increase the time required for navigation markers to appear
Lake 01 – Fix collision issues with rocks and navigation
Prison – Added more alarms to the courtyard.
Prison – Added more guards to the courtyard.
Prison – Adjusted guard patrol in the courtyard.
Prison – Alarms in the courtyard now spawn additional enemies.
Asylum – Alarms now spawn additional enemies.
Canyon 01 – Fixed rock collisions issues
Canyon 01 – Removed focus marker on cliff enemy
SPADS 02 – Added crossbow to starting weapons
SPADS 02 – Fixed broken pickups
SPADS 02 – Cleaned up colliders on broken building
SPADS 02 – Fixed missing objectives
SPADS 02 – Fixed focus marker on sniper enemy not appearing correctly (also causing it to not disappear correctly)
SPADS 03 – Rebalanced pickups (medkits and armor)
SPADS 04 – Changed the weapon of the heavy from a M60 to an AK47.
SPADS 04 – Fix AI not crossing through some doors
SPADS 04 – Add Hunting Shotgun, more ammo for shotgun, and changes on pickup locations
SPADS 04 – Increase the time required for navigation markers to appear
SPADS 04 – Pass on AI (positions & patrols) and add makeshift weapons to allow for a better optional stealth
Resolute Base 01 – Improved enemy patrols.
Resolute Base 01 – Added additional environmental weapons.
Resolute Base 02 – Rebalanced pickups (especially medkits and armor)
Hotel – Enemies in the first area now have more variety.
Sanctuary 01 – Fix viewcone of AI next to fountain
Sanctuary 01 – Fix collision on wooden door so bullets will go through the holes
Sanctuary 01 – Fix area where player can escape the map
Sanctuary 01 – Increase the time required for navigation markers to appear
TECH
Fixed multiple issues with the initial guard escort sequence in Prison level.
Fixed issue where stunning a guard next to the Winslow sequence in Winslow bank would soft block the player.
Improved the Chopper boss movement and attacks.
Fixed Dr Johansson’s syringe attack only dealing damage to the player without the additional effects.
Changed the AI checkpoint state so that they don’t keep trying to go to an alarm if they were doing so before a checkpoint was saved.
Fixed a guard being able to open the door to the Winslow sequence in Winslow Bank before the sequence was over.
Fixed enemies not reacting to certain sounds from the player if they are already distracted.
Fixed Johansson sometimes not attacking the player if they climb on top of the cupboard during the fight.
Fixed projectiles used in sequences causing noise that alerts AI.
Added debris effect when using the broom, shovel and brick
Fixed UI problems for the grenade
Fixed positioning problems with the grenade and knife being thrown
Various effect fixes for makeshift weapons
Fixed various ragdoll issues for various situations
Added ADS to turret
Added material change for overheat on the turret
Animation improvements on M60, AK47, turret, grenade, hunting shotgun, crossbow tactical, broom, bottle, shovel and ashtray. Also includes adding walking animations to some of them that were missing
Added new controls for ashtray(Holding the throw)
Fixed melee attacks doing stealth damage when not in stealth sometimes
Added vfx change for multiplayer pickups
Fixed some audio issues on bottle
Fixed melee attacks queuing up when aiming a weapon(Knife and bottle)
Fixed dual pistol reload being cancelled(by switching weapon) causing there to be 2 pistols in the left hand when you re-equip it
Fixed reverb issues
Fixed pistol FOV issues when ADS firing
ART
Levels-
Polishing and relighting of Resolute base 01
Fixed blocker with the double doors and the button that controls them in SSH1 Base 01
Fixes on worldbuilding in SSH1 base 01
Fixed an issue in Spads 01 where the underwater gate was resetting if the player moved on the previous area, causing a conditional blocker
Fixes on worldbuilding and occlusion in Canyon 01
Fixes and additions on worldbuilding in Spads 04
Fixes on occlusion in Spads 04
Fixes on worldbuilding and lighting in Prison
Fix on Resolute Base 02 on occlusion sections to prevent helicopter to remain stuck
Fixes on lighting in Resolute Base 02
Fix on occlusion in Winslow bank
Fix and additions on lighting in Winslow Bank
Fixed an occlusion issue in the first office of the Asylum
Environment-
All the pickable items in the Multiplayer modes now have an updated visual to help them stand out, and they also have an empty visual state for when the pickable is picked up and goes to cooldown
Structure theme update for Resolute 01
Weapons-
Turret polishing update, including among others ADS mode, and overheat effect
Change the back aim piece of the Turret in order to be easier to aim with
M60 polishing pass and improvements, including overhaul of all the sprint related animations
Broom polishing pass, including various fixes in animations, debris when it breaks and a visual rework so its more detailed when picked up
Shovel animation polishing pass
Brick animation polishing pass
Glass Shard polishing pass
Grenade minor fixes
AK47 minor fixes
Ashtray minor fixes
Sequences-
FBI sequences readjustments in the settings, added new functions (now the door where the fbi guy dies is working properly). Fixed culling issues with the picture in picture cameras. Added missing facial animations.
Readjust camera in Spads base 04 to don’t clip with the door
Added new sequences in Prison. Level finished with sequences. Also readjust settings of the previous sequences in this level.
Cameras sequence created in resolute base 02 for the start of the helicopter boss fight.
VFX-
Added VFX to show recharging pickups in multiplayer maps
Added door kicking effect to cutscene 12
Added animated blood pool to the Dr. Johansson’s death sequence
Added snow effects to the enemies walking in Cutscene 21
Added “Beep” visual noise to the card readers in SSH1 Base 03 sequences 2, 4, 6
User Interface-
Increased the render resolution on the Character models that appear in the Multiplayer Menu
Fixed the positioning of both Shotgun unlocks in the Collectables Menu so they’re better framed
AUDIO
Updates on Level Ambiances and Reverbs-
Spads_Base_04 Ambience + Reverbs.
Update Spads_Base_03 Ambience + Reverbs.
Update Spads_Base_01 Ambience + Reverbs
Update Lake 01 Ambience + Reverb.
Update Mountains Ambience + Reverbs.
Update Emerald_BAe_01 Ambience + Reverbs.
Update Lake 01 Ambience + Reverb
Update Mountains_02 Ambience + Reverbs.
Update Mountains_02 Ambience + Reverbs.
Update Rooftops Ambience + Reverbs.
Update FBI Headquarters Reverb.
Update Reverbs Brighton Beach 01 and 02.
Update Winslow Bank Reverb + Submarine Ambience.
Update Sanctuary_01 Ambience.
Update Spads_Base_04 Ambience.
Update Sequence Spads_Base_04.
Update Mountains_01 Telepherique Animator.
Update Ambience Hotel + Intr + Cutscene.
Update Submarine_02 Ambience.
Update Submarine_02 Ambience.
Update Canyon Ambience + Reverbs.
Update Ambience Prison.
Update Prison Ambience + Reverbs.
Update Asylum Ambience + Reverbs.
Update Lake 01 + Lake 02 Reverbs.
Update Asylum Ambience + Reverbs.
Update Hotel Reverbs.
Update Submarine Levels Reverbs
Update Mountains_01 + Mountains_02 Reverbs.
Update Emerald base 01, Emerald base 02,Emerald base 03 Reverbs.
Update Rooftops Reverbs. AID-4451 Update Spads_Base_03 Ambience + Reverbs.
Update Ambience + Reverb in FBI Headquarters.
Update Winslow Bank Reverbs.
Update Brighton_Beach_02 Reverbs + Ambience.
Update Reverbs Brighton_Beach_01
Update Brighton_Beach_01 Reverbs.
Update Yacht Reverbs.
Update Resolute_base_01 + Resolute_base_02 Reverbs.
Update Lake_02 Reverbs.
Update Spads_Bae_03 Ambience + Reverbs.
Update Spads_Base_02 Ambience + Reverbs. Update Seq Explosion WB.
Update Spads_base_02 Ambience + Reverbs.
Update canyon_02 Ambience + Reverbs.
Update SSH1_Base_03 Ambience + Reverbs.
Update SSH1_Base_01 Ambience + Reverbs
Update SSH1_Base_04 Ambience + Reverbs.
Update Submarine Ambience + Reverbs.
Added Canyon additional SFX for ambiance.
Update Event for Optimization + Reverb System.
Equipment Fixes and Updates-
Update Fmod Event Bottle on fps arms + related prefabs
Update Key fmod event fps_arms.
Update Audio_Shotgun_Fire Sound on Fps Arms.
Upgraded the grenade SFX
Added a custom preset for sniper, did another pass of weapons optimizations.
Sorted Ref audio events, Fixed grenade explosions, added Bazooka expl 3d to mountain 02 bank.
Tweaked punch impacts.
Added IR send to all fire 2D weapons, boosted IR tail for indoor on revolver.
New Revolver SFX,New revolver shots SFX.
SFX Fixes and Updates-
Update Surface vfx_sfx script object.
Update Shark Sequence in Spads_Base_01.
Update Surface vfx_sfx script object.
Pushables and Interactables Fixes and Updates
Update Doors gate prefabs + Audio Gate prefab.
Reduced the number of assets on impacts to 6
Update Panel control event + Snapshot.
Update Generator event.
Fixed door 29 sync and hangar door 01 sync.
Music,Sequence,Cutscene Fixes and Updates-
Update Spads_Base_01 Sequence.
Update Music Submarine.
Fix Dialogue Hotel. VXID-4451 Update banks.
Update Mountains_02 Fix Dialogue + Fix Footsteps_npc
Update Sanctuary_02 Intr.
Update Spads_Base_01 Sequence.
Update Shark Sequence in Spads_Base_01.
Update Spads_Base_04 Sequence.
Update Sequence 12.2 in SSH1_Base_01.
Update SSH1_Base_01 Seq_12.
Update Sequence Spads_Base_04
Fix Dialogue Cutscene_03.
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