Started by RidgeTop, Jun 30, 2023, 08:43:28 AM
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 prologueIntroduce an option to make the campaign deathclock obsoleteImplement an autosave feature when quitting the OtagoAnd 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 ClavierDeputy Administrator,Weyland-Yutani CorporationBug fixesMajorFix 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 liftCivilians dropped on the floor are still considered as part of the squadFix the Massive Onslaught directly stopping after it startsImprovement of several issues blocking the dialogs and preventing the player from progressing furtherAdd a protection that will teleport your marines, drones, civilians near their current position if they are stuck in the environmentBrawler personality trait is now working properlyGeneral improvement of the stability when using a gamepad (Crash/navigation/usability)Prevent a crash from happening on the Welcome screenFix a crash that could happen when eggs were opening to release facehuggersPrevent a crash caused by the Alien AIFix an issue where a marines enduring a Facehugger's embrace during recover from ragdoll doesn't block his skills and movementsReselecting an objective no longer makes it disappear on the top left corner of your tactical viewFix an issue where in McNeil's lab, looting the datapad right after the sentry gun might result in a blockerFix an issue endlessly blocking the marine in an interaction when using the flashlightAdd of several safeguards preventing aliens to be stuck in patrolFix 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 cinematicThe 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 Bleeding timer is now correctly stopped during a scripted sequencePlacing 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 blockerYou can no longer be blocked using the incinerator unit during Berkley's Dock (Mission 2)Repaired synthetic can now fire with a pistolFix of a potential crash when loading an autosave during a Massive OnslaughtFix a blocker that was happening when spamming A + RB during the first deployment tutorialTo 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 feedThe days are now displayed in the PCU list instead of the traumas' nameMarines no longer get stuck when taking damage during recover from a ragdollFix pathfinding issue when taking the elevator from the 2nd floor to 1st floor in Berkley's Dock (Mission 2) creating a blockerFix a potential blocker when loading an autosave occuring while a scripted sequence is ongoingFix 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 OtagoFix marine upgrade visual sometime disappearing after purchaseFix a problem with the lifts where the player had to get out of the lift to trigger it againFix a crash that could occurs when taking a lift with a left behind dronePlayers 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 diesFix an issue where using the Overloaded Plasma Beam to an Alien performing a special attack could sometimes freezes the gameFix a crash in Berkley's Dock (mission 2) that could occur when taking the elevator from the second floorSynth recovered during mission are now properly converted into enginer when getting back in the OtagoFix 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 indifinitlyMinorRetribution 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 itRemoval of the Kill Objective Icon displayed outside of the map at the beginning of the Tantalus Base mission (Mission Aliens should not longer die in T poseFire now destroy the eggs as expectedMarines secured inside the ARC/APC can no longer be killed or take any stress damage by any wayFix 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 missionsRemoval of a flying object in Atmospheric Nightmare (Mission 6)The cursor is no longer invisible when opening the ESC menu during an interludeAliens are now able to breach all breachable doorsARC/APC are no longer blocked by a dead marineFix an issue that was changing the colorimetry when opening the Inspect Squad while checking a cameraGraphical improvement of Berkley's Dock (Mission 2)Fix a door that was not updating its colors properly when unlockedFix 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 skillThe 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 Fix of an icon clipping on a title on the mission report Statistics panelFix texture error on minimapFix an issue preventing all Command Points from being restored if you heal the stress effect disobediant in the processFix a bug preventing all the sentries to be picked up to obtain the maximum amountFix 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 acquiredThe turret of the ARC will now correctly rotate while on waiting on a waypoint positionThe VFX of the ARC firing will now correctly appear while on waiting on a waypoint positionFix 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 simultaneouslyDockers 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 mapDead marines and drones don't give vision anymoreMarines can now walk in the fire area if they are stuck inside oneBetween Atmospheric Nightmare (Mission 6) and Berkley's Dock The Montero (Mission 7) the highlight of the Medbay button will be correctly displayedDuring the misison report the tooltip of trauma acquired by marines will now be correctly displayedYou can no longer skip the Hangar sequence during the Otago mission (Mission 9)Floors of locations are only displayed relatively to the campaign's progressionThe cursor will keep its current position on the welcome screenDead synths will no longer talkFix of a room name not displayed on the right floor on Tantalus Base (Mission Marine's models will no longer reset when cancelling a marine promotionThe 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 sequenceFix 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 panelFire now works properly on every enemiesThe 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 interactionsA carried marine no longer stays attached to the carrier after a save load even when crouchingFix an issue when promoting a marine and using a controllerThe 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 unlockedFix of an entry point disappearing after going into the deployment selectionThere 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 gamepadFix 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 messageThe Cheyenne can no longer pass through the floor during the cutscene at the end of the PrologueFix an animation issue that was occuring when a marine is interupted when getting in the PowerloaderThe Codex categories new entry marker will now be correctly removed when all the new entries are checkedEnemies dots on the map no longer have different sizesAliens are no longer affected by other Aliens crowd control effects to avoid potential alien getting stuck in the environment creating a blockerAliens are no longer attracted by an abducted marineTactical GUI no longer stays displayed while opening the mapStasis tutorial in the warehouse of Berkley's Dock (Mission 2) now have enough cover space for the squad and followersCivilians now have unique customizationFix of a flying crate in the Otago Hangar during the mission launchLoading or leaving the game when a marine is abducted no longer unlocked the related achievementThe GUI is now correctly updating when switching from keyboard to controller on the mapThe text "The squad is in the search area" is now correctly displayed when the squad is effectively in the search areaThe two Basement -1 floors of the Olduvai Mine (Mission 11) are now distinguished as B-1A/B-1BDrake's datapad informations are correctly updated in the choice if you have recovered the related datapadsFix sound issues when opening the ESC menuARC/APC no longer pushes marines who are in comaLoading an autosave with a sergeant that has the backpack upgrade will no longer put a command point on cooldownVarious text overlap fixes across various menusThe lift leading to the Montero from Berkley's Dock (Mission 7) now correctly display floor -2 instead of floor 0General improvement of the secondary mission of Montero from Berkley's Dock (Mission 7) requiring the player to check several datapadsARC/APC will no longer push marines that are in a coma and on their path and will simply roll over themMap will no longer blink when opening/closing fast a camera feedLighting improvement on Olduvai (mission 11)Fix an issue where one of the marine during the final Olduvaï defense phase could be stuckAdd a video on ambush codex entryFix fog of war issues on Olduvai (mission 11)Fix culling issues on some assets of the final missionFix some clipping issuesFix 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 promotionFix 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 SternFix some minor tactical drone issuesFix an issue where the dialogue icon could not be removed properlyFix 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 Fix a UI animation in the save menuFix a visual issue where some collider could be visibleFog of war is now properly rendered in the prologueFix the ARC starting position in Otago last stand (mission 4) that could cause some bugsFix the position of a crate in Olduvai (mission 11)Fix Aliens reaction to fireShortcuts for drone skills are now properly workingNow marine can't run when using overchaged plasma skillFix an issue where mines did not trigger properlyIt is now possible to reload a secondary weaponThe "kill that bastard" icone is now removed properly on dead eggsFix some issues with the oil puddle interactionThe 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 cutscenesFix 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 dilatedLocalizationUpdate 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 effectUpdate of the description of the weapons statistics to match the proper Ammo per Burst for each weaponUpdate of the Tired tooltip to match the effectUpdate 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 damagesAdd of the shotgun stun information on the Codex Assistant Titan entryImprovement 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 RifleFix of the Codex entry Workshop to display the right Material cost value for the Plasma RifleImprovement of the Facehugger Codex Assistant entryThe "Security Pass" is now localizedThe "Power Core" is now localizedFix of the Mind of Steel attribute description to match the effectFix of the CreditsTorrance name will now use all available alphabetsInteractions tooltip will no longer display cost when they cost 0 suppliesUpdate of the customization name limitation in several language to avoid too long namesPrecision on several attributes and upgrades that their effects are not cumulativeOn the loading menu the difficulty Easy is now correctly displayed as StoryWorkshop weapons description has been fixed and improveds for second is now correctly translated in all languagesFix of an error message in russian not dispalyed correcly "Pick up Sentry"Fix of the weapon panel translation in every languagesIn the loading panel the Otago mission (Mission 9) is now correctly translated in every languagesBalancing :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 M10The power loader phase of Olduvai Main Mine (Mission 11) is now an infinite onslaughtSuppression of various shelter position across various locations (M1, M3, M7, M10, M11)The power loader phase of Tantalus Base (Mission is now an infinite onslaughtCrushers during the final defense of the Olduvai Mine (Mission 11) are dispatched through every available spawn pointsNew contentAddition of 5 new traumas to add more diversity :- Hypochondriac- Hematophobia- Anthrophobia- Obsessive-Compulsive- Xenomorphobia
Page created in 0.043 seconds with 15 queries.