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Games => Aliens: Dark Descent => Topic started by: RidgeTop on Jun 30, 2023, 08:43:28 AM

Title: Patch Thread
Post by: RidgeTop on Jun 30, 2023, 08:43:28 AM
First major patch has arrived on PC, 1.03. Arriving on consoles soon:

QuoteDear Weyland-Yutani Shareholders,

First of all, we apologize for the delay in releasing the patch notes. The board of directors had to scrupulously review the report.

The R&D department at Tindalos Interactive has been diligently working on "Building Better Games" with our latest project, Aliens: Dark Descent.

In pursuit of excellence, we're set to roll out our first major patch, meticulously crafted based on community feedback. This patch marks a significant leap in our constant drive to refine, balance, and achieve the perfect gaming organism.

With a mix of enhancements, balancing tweaks, and fixes, expect a more immersive descent into the alien world. This isn't just an update; it's a testament to our commitment to you, our esteemed shareholders.

Here's a reminder of the topics for the general assembly regarding the next patch:
Add the possibility to skip the prologue
Introduce an option to make the campaign deathclock obsolete
Implement an autosave feature when quitting the Otago
And many more...

Please remember that profits should remain our primary consideration for the sake of the project's development. So, keep supporting us by giving the game a thumbs up.

Sincerely,

Romain Clavier
Deputy Administrator,
Weyland-Yutani Corporation

Bug fixes

Major
Fix of an error preventing the player to unlock the Olduvai Refinery (Mission 11) when finishing Pryce of Deception (Mission 10). If your progress is currently blocked you can redeploy to Pryce of Deception and directly extract to unlock the Mission 11.
Heavily wounded marine are now saved when extracting after the defense phase at the end of Harper's Hell (Mission 3)
Prevent a bug allowing the player to complete the objective "Shutdown vent fans" before unlocking it during the mission Pryce of Deception (Mission 10)
Veterinarian McNeil no longer disappear when dropped on the ground in the mines of Dead Hills (Mission 1)
Civilians no longer disappear when dropped on the ground of a lift
Civilians dropped on the floor are still considered as part of the squad
Fix the Massive Onslaught directly stopping after it starts
Improvement of several issues blocking the dialogs and preventing the player from progressing further
Add a protection that will teleport your marines, drones, civilians near their current position if they are stuck in the environment
Brawler personality trait is now working properly
General improvement of the stability when using a gamepad (Crash/navigation/usability)
Prevent a crash from happening on the Welcome screen
Fix a crash that could happen when eggs were opening to release facehuggers
Prevent a crash caused by the Alien AI
Fix an issue where a marines enduring a Facehugger's embrace during recover from ragdoll doesn't block his skills and movements
Reselecting an objective no longer makes it disappear on the top left corner of your tactical view
Fix an issue where in McNeil's lab, looting the datapad right after the sentry gun might result in a blocker
Fix an issue endlessly blocking the marine in an interaction when using the flashlight
Add of several safeguards preventing aliens to be stuck in patrol
Fix of the lift floor interaction first button focus by default (only on mouse/keyboard)
Fix of a crash when loading the autosave of the Runner's introduction cinematic
The alien will always attack Maeko if she gets detected in the Otago (Mission 9)
Humanoids will always spawn during the tutorial "Cover" in Berkley's Dock (Mission 2)
Fix of the crash occuring when repairing a Sentry in front of the Queen's room of the Tantalus Base (Mission 8)
Bleeding timer is now correctly stopped during a scripted sequence
Placing a sentry at the start of the basement -2 of Atmospheric Nightmare (Mission 6) no longer kill the scripted aliens which was resulting in a blocker
You can no longer be blocked using the incinerator unit during Berkley's Dock (Mission 2)
Repaired synthetic can now fire with a pistol
Fix of a potential crash when loading an autosave during a Massive Onslaught
Fix a blocker that was happening when spamming A + RB during the first deployment tutorial
To avoid a potential blocker, you can no longer take lift while the ARC tutorial is ongoing during Dead Hills (Mission 1)
Potential fix of a crash that was occuring when opening a datapad while watching a camera feed
The days are now displayed in the PCU list instead of the traumas' name
Marines no longer get stuck when taking damage during recover from a ragdoll
Fix pathfinding issue when taking the elevator from the 2nd floor to 1st floor in Berkley's Dock (Mission 2) creating a blocker
Fix a potential blocker when loading an autosave occuring while a scripted sequence is ongoing
Fix an issue where the player was not allowed to use the middle elevator after the APC tutorial in Dead Hills (mission 1)
Add auto saves during the power loader sequence in Olduvai (mission 11)
Fix an issue that can prevent the mine objective to trigger in Dead Hills (mission 1)
Fix the Keller objectives in Nuclear Protocole (mission 5)
Fix the Anand objectives in Nuclear Protocole (mission 5)
Lot of display improvements and fixes on the UI during mission and the Otago
Fix marine upgrade visual sometime disappearing after purchase
Fix a problem with the lifts where the player had to get out of the lift to trigger it again
Fix a crash that could occurs when taking a lift with a left behind drone
Players now get the proper outcome for not saving the survivors in Olduvaï (Mission 11)
Fix an issue that make the skills unusable if in the drone menu when all tecker dies
Fix an issue where using the Overloaded Plasma Beam to an Alien performing a special attack could sometimes freezes the game
Fix a crash in Berkley's Dock (mission 2) that could occur when taking the elevator from the second floor
Synth recovered during mission are now properly converted into enginer when getting back in the Otago
Fix many issues when taking the lift to Montero (mission 7)
Fix the event "sabotage of the Otago's generator" so it could not be repeated indifinitly

Minor
Retribution can now be used in every condition (not blocked while a marine is under Suppresive Fire)
Reprimand can now be used in every condition (not blocked while a marine is under Suppresive Fire)
The loading bar will now correctly appear above the Sentry when upgrading it
Removal of the Kill Objective Icon displayed outside of the map at the beginning of the Tantalus Base mission (Mission 8)
Aliens should not longer die in T pose
Fire now destroy the eggs as expected
Marines secured inside the ARC/APC can no longer be killed or take any stress damage by any way
Fix an issue preventing you to brake the weld in Atmospheric Nightmare (Mission 6)
Removal of the indestructible door in Atmospheric Nightmare (Mission 6)
General improvement of the colliders in every missions
Removal of a flying object in Atmospheric Nightmare (Mission 6)
The cursor is no longer invisible when opening the ESC menu during an interlude
Aliens are now able to breach all breachable doors
ARC/APC are no longer blocked by a dead marine
Fix an issue that was changing the colorimetry when opening the Inspect Squad while checking a camera
Graphical improvement of Berkley's Dock (Mission 2)
Fix a door that was not updating its colors properly when unlocked
Fix gamepad issue during the tutorial of the Deployable Motion Tracker on Dead Hills (Mission 1)
Changing the shortcut of the Deployable Motion Tracker no longer blocks the tutorial of the skill
The game could crash under specific conditions when doing the tutorial "Cover" in Berkley's Dock (Mission 2)
A marine could get stuck between a cover and an ammocrate near the moutain door of the Tantalus Base mission (Mission 8)
Fix of an icon clipping on a title on the mission report Statistics panel
Fix texture error on minimap
Fix an issue preventing all Command Points from being restored if you heal the stress effect disobediant in the process
Fix a bug preventing all the sentries to be picked up to obtain the maximum amount
Fix of the attribute Encouraging speech healing the right stress value only the first time a Rest was done (now heals every time)
Fix of door where the marine was playing the animation in reverse in Pioneer Station (Mission 5)
The event "Mental Breakdown" will now apply the right amount of trauma points when acquired
The turret of the ARC will now correctly rotate while on waiting on a waypoint position
The VFX of the ARC firing will now correctly appear while on waiting on a waypoint position
Fix of the animations while interacting with terminals on the Security floor in Pryce of Deception (Mission 10)
Fix of sound not playing while many sounds are played simultaneously
Dockers are now visible even after loading the related autosave during the Docker's Reveal cinematic in Berkley's Dock (Mission 2)
Fix of the objective indicator position for the related "Kill Squad" objective in the Office level of Pryce of Deception (Mission 10)
Fix the size of the shelter tooltip on the map
Dead marines and drones don't give vision anymore
Marines can now walk in the fire area if they are stuck inside one
Between Atmospheric Nightmare (Mission 6) and Berkley's Dock The Montero (Mission 7) the highlight of the Medbay button will be correctly displayed
During the misison report the tooltip of trauma acquired by marines will now be correctly displayed
You can no longer skip the Hangar sequence during the Otago mission (Mission 9)
Floors of locations are only displayed relatively to the campaign's progression
The cursor will keep its current position on the welcome screen
Dead synths will no longer talk
Fix of a room name not displayed on the right floor on Tantalus Base (Mission 8)
Marine's models will no longer reset when cancelling a marine promotion
The spawn point of the final mission are no longer revealed after the first scripted sequence of the mission (Mission 12)
Fix of the camera misplaced when entering the mines after taking the elevator during Dead Hills (Mission 1)
Object icons are no longer reveal on the map after a scripted sequence
Fix of the covers in the warehouse in Pryce of Deception (Mission 10)
You can no longer save and kill the same survivor in Atmospheric Nightmare's secondary objective (Mission 6)
Tooltips are now correctly displayed when navigating with the gamepad on the marine panel
Fire now works properly on every enemies
The UI is no longer displayed during the chestbuster skin scripted sequence of Dead Hills (Mission 1)
The UI is no longer displayed during the Queen scripted sequence of Dead Hills (Mission 1)
The UI is no longer displayed during the first scripted sequence of Olduvai Mine (Mission 11)
A marine about the enter the powerloader or ordered to carry is no longer eligible to perform interactions
A carried marine no longer stays attached to the carrier after a save load even when crouching
Fix an issue when promoting a marine and using a controller
The mine floor is no longer displayed on the sectormap in Dead Hills (Mission 1)
The motion tracker no longer works on the basement -2 floor of the Olduvai Mine mission (Mission 11)
Fix of the legend of the map to add the terminals unlocked
Fix of an entry point disappearing after going into the deployment selection
There is no longer a lost signal on the motion tracker if the player goes back from basement -2 to basement -1 in Olduvai Mine (Mission 11)
Removal of the timer displayed next to "interfering signal" in the basement -2 in Olduvai Mine (Mission 11)
Maeko now have a FX when using a welder in the Otago mission (Mission 9)
Revealing a corrupted floor on the sector map won't cost any tools when using a gamepad
Fix of the camera rotation not stopping during the Queen scripted sequence in Olduvai Mine mission (Mission 11)
Fix of the camera during the scripted sequence at the start of the second floor of the Refinery mission (Mission 3)
Fix of the camera misplaced when entering the Montero after taking the elevator during Berkley's Dock (Mission 7)
You can no longer select the continue button multiple times during the warning message
The Cheyenne can no longer pass through the floor during the cutscene at the end of the Prologue
Fix an animation issue that was occuring when a marine is interupted when getting in the Powerloader
The Codex categories new entry marker will now be correctly removed when all the new entries are checked
Enemies dots on the map no longer have different sizes
Aliens are no longer affected by other Aliens crowd control effects to avoid potential alien getting stuck in the environment creating a blocker
Aliens are no longer attracted by an abducted marine
Tactical GUI no longer stays displayed while opening the map
Stasis tutorial in the warehouse of Berkley's Dock (Mission 2) now have enough cover space for the squad and followers
Civilians now have unique customization
Fix of a flying crate in the Otago Hangar during the mission launch
Loading or leaving the game when a marine is abducted no longer unlocked the related achievement
The GUI is now correctly updating when switching from keyboard to controller on the map
The text "The squad is in the search area" is now correctly displayed when the squad is effectively in the search area
The two Basement -1 floors of the Olduvai Mine (Mission 11) are now distinguished as B-1A/B-1B
Drake's datapad informations are correctly updated in the choice if you have recovered the related datapads
Fix sound issues when opening the ESC menu
ARC/APC no longer pushes marines who are in coma
Loading an autosave with a sergeant that has the backpack upgrade will no longer put a command point on cooldown
Various text overlap fixes across various menus
The lift leading to the Montero from Berkley's Dock (Mission 7) now correctly display floor -2 instead of floor 0
General improvement of the secondary mission of Montero from Berkley's Dock (Mission 7) requiring the player to check several datapads
ARC/APC will no longer push marines that are in a coma and on their path and will simply roll over them
Map will no longer blink when opening/closing fast a camera feed
Lighting improvement on Olduvai (mission 11)
Fix an issue where one of the marine during the final Olduvaï defense phase could be stuck
Add a video on ambush codex entry
Fix fog of war issues on Olduvai (mission 11)
Fix culling issues on some assets of the final mission
Fix some clipping issues
Fix an issue where the lift door stay closed after the defense phase in Berkley's Dock (M2)
Fix an issue than could occurs when spam clicking during multiple level promotion
Fix camera orientation issues during scripted events in Olduvai (mission 11)
Marlow's blood in the final mission is now white : )
Fix an in game animation when saving Stern
Fix some minor tactical drone issues
Fix an issue where the dialogue icon could not be removed properly
Fix some shelters that did not triggered properly in Berckley's Dock (Mission 2)
Fix distorted texture in the building on the ground floor of Extraction (Mission 8)
Fix a UI animation in the save menu
Fix a visual issue where some collider could be visible
Fog of war is now properly rendered in the prologue
Fix the ARC starting position in Otago last stand (mission 4) that could cause some bugs
Fix the position of a crate in Olduvai (mission 11)
Fix Aliens reaction to fire
Shortcuts for drone skills are now properly working
Now marine can't run when using overchaged plasma skill
Fix an issue where mines did not trigger properly
It is now possible to reload a secondary weapon
The "kill that bastard" icone is now removed properly on dead eggs
Fix some issues with the oil puddle interaction
The ARC now corectly rotate its barrel to aim at the aliens during defense phase of Harper's Hell (mission 3)
Fix some animations during the Otago cutscenes
Fix an issue where Alien could ignore Maeko after using Chemical tracker in Facing the beast (mission 9)
The flare icon is now correctly remove from eggs that are already opened.
Fix barks spamming when time is dilated

Localization
Update of the localization (add of new elements and improvement of existing ones)
Update of the stress effects tooltip and related Codex entries to match the effect
Update of the description of the weapons statistics to match the proper Ammo per Burst for each weapon
Update of the Tired tooltip to match the effect
Update of the values in the tooltip description (upgrade, traits, traumas, Codex assistant)
Fix of format of the XP gain in the Training Room (no longer display 1-1XP)
Fix of typo error in the Otago events descriptions (Abandoned Lab / Salvage Operation)
Update of the Precision Shot tooltip description to match its true damages
Add of the shotgun stun information on the Codex Assistant Titan entry
Improvement of the Codex Assistant (fix typo issues and overall improvement of the descriptions)
Fix of the Codex entry Workshop to display the right amount magazines value for the Smartgun and the Heavy Pulse Rifle
Fix of the Codex entry Workshop to display the right Material cost value for the Plasma Rifle
Improvement of the Facehugger Codex Assistant entry
The "Security Pass" is now localized
The "Power Core" is now localized
Fix of the Mind of Steel attribute description to match the effect
Fix of the Credits
Torrance name will now use all available alphabets
Interactions tooltip will no longer display cost when they cost 0 supplies
Update of the customization name limitation in several language to avoid too long names
Precision on several attributes and upgrades that their effects are not cumulative
On the loading menu the difficulty Easy is now correctly displayed as Story
Workshop weapons description has been fixed and improved
s for second is now correctly translated in all languages
Fix of an error message in russian not dispalyed correcly "Pick up Sentry"
Fix of the weapon panel translation in every languages
In the loading panel the Otago mission (Mission 9) is now correctly translated in every languages

Balancing :
Aliens will now only detect you faster if you are close to the source of the noise you've made (instead of all the time)
Few covers were disabled in Atmospheric Nightmare (Mission 6°)
Drastically increase the humanoids respawn timer in M2, M3, M7 and M10
The power loader phase of Olduvai Main Mine (Mission 11) is now an infinite onslaught
Suppression of various shelter position across various locations (M1, M3, M7, M10, M11)
The power loader phase of Tantalus Base (Mission 8) is now an infinite onslaught
Crushers during the final defense of the Olduvai Mine (Mission 11) are dispatched through every available spawn points

New content
Addition of 5 new traumas to add more diversity :
- Hypochondriac
- Hematophobia
- Anthrophobia
- Obsessive-Compulsive
- Xenomorphobia
Title: Re: Patch Thread
Post by: Predatorium on Jun 30, 2023, 01:12:44 PM
How was I even able to complete the game before this patch? xD
Title: Re: Patch Thread
Post by: Simply_Kevin on Jun 30, 2023, 02:50:19 PM
I played the game for a couple of hours on launch and even though I didn't have any problems, it felt like it was going to get heavily patched soon after so I followed closely people's experience with the game on reddit and decided to wait a few weeks. It's quite common these days so I'm used to adding a few weeks to a game's launch as to determine when I'm actually going to start playing it. It's for the best. I'll probably give it another go this weekend.
Title: Re: Patch Thread
Post by: Nukiemorph on Jul 01, 2023, 12:32:31 AM
I'm halfway through on PS5. I'm loving it and want to keep playing, but I think I'll put it down and wait for this patch.
Title: Re: Patch Thread
Post by: Kimarhi on Jul 02, 2023, 05:30:45 AM
There are things that are definitely frustrating.  I made it all the way through a level once, got on the elevator with a full squad, and then found out during the AAR that my last Medic inexplicably died even though two seconds before he was perfectly fine.   

They will also have to work in a new game plus even if they go old skool and don't let you cross over Marines and Skills to a new difficulty like modern games do.  Spending all that time developing Marines only not be able to use them in the early missions on another playthrough is a bummer.   
Title: Re: Patch Thread
Post by: Predatorium on Jul 02, 2023, 07:27:40 AM
I think playing early missions with a fully upgraded squad is gonna make the game too easy and the core thrill of an aliens experience goes out the window. Same thing with the death clock if they add an option to disable that. You're supposed to feel the clock ticking down to certain doom. "How long until it blows up?" "4 hours"
Title: Re: Patch Thread
Post by: Kimarhi on Jul 02, 2023, 08:10:27 AM
The obvious solution here would be to not play a new game plus.


These kinds of things take me out of the games story.  So ol boys flew across the galaxy to lethe, get shot down, have what looks to be a company size element of Marines going by the way they are structuring squads and the size of the hypersleep bay, and somehow the ONLY Marines fit for combat duty are the most basic privates that have to attain experience points by going on life and death missions to unlock ammo and gear pouches, and know that their ship has extended magazines for them to use.

Weirder still is that they gain all this experience as riflemen and THEN change classes to something they have no experience in.  It makes okay sense as a gameplay mechanic, but no sense storyline wise. 

The deathclock is a story element, not a gameplay one, so it doesn't bother me.   

Just having your Marines start out as someone with experience who survived the crash is better.  You've already earned your stripes on the initial playthrough.

 

Title: Re: Patch Thread
Post by: S.E.B. on Jul 02, 2023, 08:20:41 PM
I wish there was a mode or add-on that makes your marines weaker to damage caused by xenomorphs and that your marines get abducted more often and harder to rescue as this mode would have FRIENDLY FIRE (i.e. your marines always take 50% from the damage hailing from stray bullets, incinerator flames, shotgun blasts, phased plasma projectiles, and explosions caused by your marines. The exception to applies to Recon marines as they're better marksmen and thus only cause 25% in friendly fire damage, not counting explosions) - you'll probably hit your abducted marine, as well as showering him/her in acid blood if you shoot at the xenomorph carrying him/her away.
Title: Re: Patch Thread
Post by: Kimarhi on Jul 02, 2023, 09:40:40 PM
I've hit the Pharos Spire bug and am stopped until the patch for consoles is released. 
Title: Re: Patch Thread
Post by: yuppy on Jul 04, 2023, 12:44:40 AM
I'd be interested in AVPGALAXY's Corp. Hicks, Adam Z., Xenomorphine on their holistic review of this game! I mean there are elements to this game I think historically that you guys could draw on to, from failed games, to ACM and AFTE, all of which can be comparable but ultimately  we see ADD take it to a whole new level! 
I hope to see maybe a PC to playstation comparison and exactly where the limitations are if any. Controller vs k/m.
The Story is something I would love to hear about how you guys see it. Are there easter eggs to novels?
I'm sure its too early as about almost 8% so far made it mission 10.
Title: Re: Patch Thread
Post by: Darkness on Jul 04, 2023, 10:48:04 AM
Yeah, I hope they disable the deathclock. I don't like the idea of having a time limit and not been able to complete the campaign.
Title: Re: Patch Thread
Post by: Inverse Effect on Jul 04, 2023, 08:20:13 PM
Only serious bug i encountered was the doctor dude in the mines disappearing on me when i dropped him on the elevator.
Title: Re: Patch Thread
Post by: Nukiemorph on Jul 04, 2023, 09:08:57 PM
X button stops working on the Otago, L1 and R1 buttons not working on the skill menu. These are driving me nuts, but they're well-known and I expect the patch to fix them.

But on my final night of playing before putting it down, I had a marine go into a coma. Almost every time I ordered a marine to pick up a drone gun, heal another marine, or hack a door, it would assign the duty to the unconscious marine... and of course he would just lay there. So I had to keep cancelling the action and moving my marines around until one of the conscious marines would be in the right place to get the assignment. Really slowed me down in a tense situation.
Title: Re: Patch Thread
Post by: Prez on Jul 06, 2023, 02:28:51 AM
Love the WY in-character press release tone.
Title: Re: Patch Thread
Post by: Corporal Hicks on Jul 10, 2023, 05:37:58 PM
https://twitter.com/Focus_entmt/status/1678402308810366978?s=20

Console patch is up.
Title: Re: Patch Thread
Post by: Kimarhi on Jul 11, 2023, 06:25:53 AM
I could finally continue thanks to the patch. 


My only other look at thing I'd like them to consider is of the maps that you have explored on the big map, there should be a way to look at the big map and use it to send your squad somewhere.  Sometimes like the first cave level in dead hills, it is hard to find out where exactly you need to go to from the regular perspective. 

I realize you don't want to make the game to easy by just sending them into the fog of war places, but places you've already explored you should be able to send on the main map. 

Unless there is a way to do this and I missed it.  Because again, I never look at the tutorials, I just frickin wing it baby. 
Title: Re: Patch Thread
Post by: Nukiemorph on Jul 11, 2023, 07:59:45 AM
X button still stops working on the Ortago.

L1 and R1 buttons still unresponsive in the skill menu.

Typo in potential safe rooms is still there too. "WELD DOORS TO CREATES A SHELTER."
Title: Re: Patch Thread
Post by: Nico on Jul 14, 2023, 08:32:08 AM
Can't wait to play the game, but I'm gonna wait until more patches have been released and the game is more polished.
Title: Re: Patch Thread
Post by: Kailem on Jul 14, 2023, 02:15:24 PM
Not a bad idea. It's apparently working a bit better than it was at least, but it still has some pretty big issues. At a certain point on mission 7 it just wouldn't let me save anymore when making shelters, and it's still crashed a couple of times on me post-patch.

It's a good game but the technical problems are definitely its biggest drawback right now.
Title: Re: Patch Thread
Post by: Kimarhi on Jul 16, 2023, 01:28:31 AM
I had to quit a game earlier yesterday because I went into the menu and the x confirmation button wasn't working.  I closed out and it started working again, thankfully after I just saved, but it is annoying. 

It has so far run better on the second playthrough after the most recent patch better than it did before this patch.  But still I know you can't duplicate every glitch with limited amounts of playtesters just because you can't get all the variations a player will come across out of a gamer base that big, but still the game was ALMOST broken upon release (I had the pharros spire bug where I couldn't advance where it tells you to go to the top levels, even though you've been to the highest levels for Pryce).  That stuff needed to be way more polished. 
Title: Re: Patch Thread
Post by: Jonesy Not Expendable on Jul 22, 2023, 12:25:09 AM
I've actually ran into more bugs since the patch. Some have been minor while others are near game breaking.

Datapad glitch is preventing a secondary objective on nuclear protocol. I'm currently at pharos and only missing this one.

The bridge has also lowered locking me out of the other objective.

No saves outside of main objective completions on the montero.

The elevator wouldn't activate on tantalus. I had to redo the mission multiple times hoping one would work.

I know there's two more game breaking bugs in later missions and I seem to be hitting every one 😑

This playthrough was started after the patch.
Title: Re: Patch Thread
Post by: BenditlikeBeckum on Jul 22, 2023, 10:30:59 PM
Thats too bad. My game has been running buttery smooth since launch and exceptionally smooth when i bought a 12gb video card from Nvidia,before having an 8gb rx480 radeon. I guess it pays off in mental health to invest in premo hardware lest id be here scolding the gods to fix their broken ass game as most playstation players on the basemodel are doing on steam forums daily.
Title: Re: Patch Thread
Post by: Kimarhi on Jul 26, 2023, 01:51:34 AM
It does seem to be pretty hit or miss.  I didn't really have gamebreaking ones until my first playthrough on Pharos, where it wouldn't load the next mission even though it finished everything else. 

I had the x button not work, and randomly one of my medics died leaving me without a live one for the rest of the game (which ever level you go to the frozen cultist base and everything is all explodey at the end).  But he died sometimes after boarding the elevator, and sometime before the end of mission cutscene.  Which was annoying. 
Title: Re: Patch Thread
Post by: Corporal Hicks on Aug 01, 2023, 06:28:48 PM
https://twitter.com/Focus_entmt/status/1686333220768411649
Title: Re: Patch Thread
Post by: BenditlikeBeckum on Aug 01, 2023, 07:44:52 PM
I just hope their next update will include a major game addition rather than these ghost fixes and little QOL updates. In addition,  they desperately need a new game plus. This game is a master piece of its' genre. I just wish they would keep it alive rather than let spambots spam their Steam forum discussions for this game. Or maybe they are all cranky devs who worked on it, I don't know. There is stuff like "I don't know how to click Y" to "Things are too hard for me" to "I don't want to hear the audio because voices suck" kind of comments coming out of that forum. Its disturbing and silly as it sounds.
Title: Re: Patch Thread
Post by: Inverse Effect on Aug 02, 2023, 09:21:48 AM
I want improved sounds for the Pulse Rifle.
Title: Re: Patch Thread
Post by: MetalBringer on Aug 03, 2023, 08:23:35 AM
Exactly . Don't know how much the game sold , which will definitely be a factor for what kind of a support the game will have .
But this is indeed a dream come true playing this game . Who would have thought that an rts of this kind would be the best Aliens experience so far (although FTE and AVP2010 were also pretty good imo) . Hope they support this game with additional stories , missions , modes whatever .
Title: Re: Patch Thread
Post by: Sagit on Aug 03, 2023, 12:15:55 PM
Well for me and many others this update broke more things than it fixed. Main issues remain like you cannot complete some secondary objectives to some really game breaking stuff like not being able to push story further because you cannot interact with computer.
Many new graphical glitches appeard with it as well.

But the devs are focusing on stuff like fonts and fixing the little light on the drone while some people cannot move APC or are stuck due to bugs and save system.

The priorities for this team are baffling to say the least.
Title: Re: Patch Thread
Post by: Corporal Hicks on Sep 07, 2023, 05:53:48 PM
QuoteMAJOR FIXES
- Fix of the infinite popup opening when launching the first campaign.
- Add security to prevent marine upgrade tutorial triggering twice.
- Fix of a blocking state when trying to return to main menu during squad deployment to supplies tutorial transition.
- Fix of a blocking state during xenotech tutorial.
- Fix of crashes that may occur when using elevator.
- Fix of the "Back" button disappearing in the weapon panel.
- Fix of the "Suppressive fire" skill that could not be cancelled anymore if launched after 2 "sentry-guns" or 2 "mines" or 2 "deployable motion Tracker".
- Fix of the ammo counter that can reach "-1".
- Fix of the ammo counter that can reach "2 147 483 647".
- Fix of the marine automatically firing at enemies while on the "undetected" state AND a shelter is possible to create.
- Fix of the Tactical drone teleporting at the middle of the map, preventing a blocking situation.
- During the Prologue, fix of a blocking state triggered when opening the pause menu with a controller during marine selection tutorial.
- During the mission 1 (Dead Hills), fix of the ARC tutorial not triggering when returning to the ground floor, preventing a blocking situation.
- During the mission 07 (The Montero), fix of the possibility to have the lift leading to the Montero not working after a save, preventing a blocking situation.
- During the mission 08 (Extraction), the tactical drone can now trigger a specific sequence in the basement floor (Security Room), preventing a blocking situation.
- During the mission 10 (Pryce of Deception), the Queen can no longer being lured by the tactical drone, preventing a blocking situation.
- During the mission 10 (Pryce of Deception), Fix of a flow issue at the entrance of the Spire where the player may have a dialogue and the aliens spawning after having deactivating the defenses, preventing a blocking situation.
- During the mission 11 (Olduvai), the Queen can no longer be lured by the tactical drone, preventing a blocking situation.
- During the mission 11 (Olduvai), fix of the invisible wall at the start of the main mine floor allowing some marines to get through, preventing a blocking situation.
- During the mission 11 (Olduvai), fix of the scripted sequence at the start of the "Basement-1" floor where the APC doesn't kill every enemy as intended, preventing a blocking situation.
- During the mission 11 (Olduvai), fix of the scripted sequence at the start of the "Basement-1" floor where the player may lose marines without having control of its squad.
- Fix of several contextual crashes.

MINOR FIXES
- Fix of the "Nightmares" Otago event error stating that marines become "exhausted", the indication is now "tired".
- "Tactical Drones" "breaking the weld" are now stopped properly when the marine "rest".
- "Orbital scanner" button on the map is now properly greyed while "Interfering signal" is ongoing.
- The auto-save made on the Otago when exiting to main menu before first deployment on Mission 1 (Dead Hills) has been removed, preventing a blocking situation.
- The Xenotech slots during the deployment selection are now setted at 10 instead of 11.
- During the mission 2 (Berkley's Dock), rework of the navigation to avoid marines that can get blocked in walls.
- During the mission 5 (Nuclear Protocol), fix of the objective flow for the secondary objective requiring the player to loot resources crates. It's no longer possible to loot crates before the objective ask to do so.
- During the mission 10 (Pryce of Deception), fix of the objective feedback indicating the objective location, that may be removed after using a lift or loading a save.

LOCALIZATION
- Fix of the Otago Event text for the "Nightmares" Event - Add of the right effect ("Tired" instead of "Exhausted") for every language.
- Add of the Error Message "{Name} is dead." displayed on the skill unavaible cause all marine that can use this skill are dead.
- Add of an error Message on the "Orbital scanner" button when it's disabled during "interfering signal".

BALANCING
- Flare accuracy bonus was "5" for "civilians" and "sentry-guns". Change to "10" to match the bonus given to the marines.
- Human enemies can no longer break the weld of the safe zone anymore.

OPTIMIZATION
- Looted aliens' corpse (with Xeno-samples) are now properly unloaded when changing level.

QUALITY OF LIFE IMPROVEMENTS
- Add of an "Ultra-Wide" option button in the "Display" panel. (Can be activated or deactivated)

UNLOCK OF STUCK SITUATION
- Add of a safeguard, the enemies loaded under the floor are instantly killed, preventing blocking situation.
- During the mission 08 (Extraction), add of an unlock for players stuck on the objective after using a drone in the command tower.

https://twitter.com/Tindalos_Int/status/1699778348703265265
Title: Re: Patch Thread
Post by: Still Collating... on Sep 07, 2023, 11:44:33 PM
Nice to see they're still working hard on the game. I'm sad to see no real info on future content or any kind of developer comments, press, media etc., but I do understand they want the game fixed before they hype anything else up.

The trailers and hype for this game were almost nonexistent until a month before release, so I'll try my best to be patient. :laugh:
Title: Re: Patch Thread
Post by: Darkness on Sep 16, 2023, 05:23:18 PM
New patch on PS5. 5GB. 1.05

Can't find patch notes anywhere.
Title: Re: Patch Thread
Post by: Darkness on Oct 27, 2023, 02:42:47 PM
New patch released. New Game+. Finally. Weapons and Upgrades aren't ported over though. That's a strange one as I never had enough credits to unlock all the weapons in a normal campaign.

Spoiler
Major bug fixes
Fix of several occurencies of the Aliens instantly detects the marine's squad.
The mission success is now forced, when the player deploys in a mission where all the objectives has been completed, but does not have unlocked the next mission.
The game is no longer saved when the player quit the game during the deployment cinematic to avoid a total loss of his squad.
Fix of a Crash that may occur when using a controller and spamming the RB key during the loading of the Otago.
The "Archivist" achievement will now correctly be unlocked when the conditions are met.
During the mission 1 (Dead Hills), removal of the Shelter inside Everly's Room to avoid a block when the player initiates a rest when the scripted sequence starts.
During the mission 08 (Extraction), add of fail safes to avoid a blocking situation where the objective " Enter the Research Center" does not complete correctly.

Minor bug fixes
"Claustrophobia" & "Robophobia" has been removed from the codex as they are not effects in the game.
Fix of the objective indicator that may not be displayed when loading a save.
Fix of the accuracy displayed with the wrong value on the marine statistics when losing the state "Tired" (Only display, the effect was not applied)
A player can no longer load a corrupted save.
A Corrupted save is no longer created when loading a save.

Optimization
Improvement of the framerate dropping that may occur when human enemies are patrolling.

Quality of Life improvements
Modification of the campaign completion calculation to fit more closely to the average time spent on each mission.

New Game+ mode
New Game+: The player have the possibility to start a new campaign in New Game+, by selecting a save from a previouvly finished campaign.
New Game+: Every marine may now reach the level 15, only in new game+.
New Game+: Marine's customization, traits and attributes are all conserved.
New Game+: Weapons, Xenotech and Upgrades have to be unlocked again.
"Perfect Organism": Add a campaign option to raise the attack damages dealt by the Aliens during the campaign (Does Not Need to be in new game+ to be activated)
"We're Too Late": Add a campaign option to raise the starting Infestation level during the campaign. (Does Not Need to be in new game+ to be activated)
[close]

https://store.steampowered.com/news/app/1150440/view/3716092146802960518?curator_clanid=6754604
Title: Re: Patch Thread
Post by: Samhain13 on Oct 28, 2023, 03:07:06 PM
People on steam reporting that level 10 marines arent available on new game +

https://www.youtube.com/watch?v=YR9ZoJ2Rds8&
Title: Re: Patch Thread
Post by: Still Collating... on Oct 29, 2023, 04:18:10 PM
That happened to me too, none of my main squad made it through... Doesn't matter to me much, but man that is a big screw up knowing what the whole point for the New Game + was. I'm mostly happy about the new sliders for that extra punch of difficulty.
Title: Re: Patch Thread
Post by: Wweyland on Nov 04, 2023, 09:56:39 AM
Have they patched the "Camera rotates randomly" issue? I hope that happens less in the non-tutorial levels.
Title: Re: Patch Thread
Post by: Darkness on Nov 04, 2023, 03:03:14 PM
I think I'll hold off playing it again until these things are all sorted out.
Title: Re: Patch Thread
Post by: Mr.Turok on Nov 05, 2023, 11:01:01 PM
Unintentional exploit, loading back from a rest/shelter point also gives you the chance to rest/shelter again with all the benefits included. Gained more ammo and leveled my Stress level 2 crew down to 0% with that.