Tue. Dec 7th, 2021



The second big update of Deathloop is here and the Sticky Notes point out that this addresses some of the biggest concerns of gamers. The update focuses on enemy AI, UI issues, audio, and other elements.

One of the biggest changes is that Julianna players will receive a win when a Colt player leaves their game, a change that is sure to make fans of Deathloops Multiplayer happy. Previously, a Colt player bouncing off a multiplayer session could mean a lot of waste of time with little to no reward for a Julianna player.

Colt players who try to wait out Julianna will also get some kind of slap on the wrist. When a Colt player hides in the tunnels that connect each area of ​​the Deathloops map, they will be pinged automatically and the tunnel doors will open so that a Julianna player can more easily eliminate them. The antenna Colt has to hack to escape also takes a little longer, and Bethesda says an AI-controlled Julianna will be “more reactive” to Colt’s actions, but doesn’t explain how.

The behavior of enemy NPCs has also been drastically improved. NPCs react to bullets rushing past their heads when another NPC nearby is murdered and can hear better and react faster to footsteps.

Accessibility changes include adding controller remap, left / right stick inversion, larger UI buttons and text in menus, and larger menu areas to choose from.

You can find the full patch notes below.

  • NPCs will now respond to bullets passing nearby, such as headshots that miss
  • NPCs now react when someone else is murdered nearby
  • NPCs now hear better and react faster to nearby footsteps
  • NPCs under fire no longer take cover when the player is too close
  • NPCs can now deduce the direction from which a grenade was thrown
  • NPCs no longer stop killing Colt when Julianna uses Nexus to link him to them
  • Interrupted aerial assassinations no longer cause NPCs to become largely invulnerable
  • Numerous other small fixes and improvements to NPC behavior, reactions, path and placement
  • Charlie Montague will no longer get stuck in the ground or floor if kicked while holding the Shift key

QUALITY OF LIFE / ACCESSIBILITY

  • Added controller remapping and left / right stick inversion
  • UI buttons and text in the options menu are now larger, as are their selectable areas
  • [PS5] Field of view and motion blur options added. We continue to listen to community feedback and explore more quality of life and accessibility options for a future update.

INVASION

  • Colt dropping the game now counts as a win for a player-controlled Julianna
  • AI-controlled Julianna is now more responsive to Colt’s actions
  • The antenna that Colt has to chop to escape now takes a little longer to hack
  • AFK players are marked
  • Colt players who stay too long in Colt’s tunnels will be automatically flagged and this will cause the tunnel doors to open
  • Higher chance of ambushing players on your friends list while they are playing in ‘Online Mode’
  • Strelak Sapper Charges thrown by NPCs who attacked Julianna no longer generate false Colt tags for Julianna
  • Players will now properly hear audio responses from the opposing player in close combat
  • Strelak Sapper Charges will now stay with Julianna, as with other NPCs

USER INTERFACE

  • The user interface is now clearer regarding loss of residue on death
  • The appearance of weapons and other items has been improved in the loadout UI
  • The UI-HUD now correctly displays the updates made to key bindings and controls
  • The game will now pause completely during the Game Over splash screen
  • Melee combat is now correctly labeled in a controller’s weapon cycle (Y)
  • The crosshair no longer disappears when aiming a sight when the player is close enough to an NPC to perform an assassination attempt
  • The Heritage Gun’s crosshairs now show the increased spread of the Scattergun advantage
  • [PC] Players will no longer be prompted to confirm changes to visual settings if nothing has been changed
  • [PC] Fixed an issue where the mouse wheel sensitivity was reduced too much when zooming in or out to show a weapon in the loadout UI

OTHERWISE. GAME WAY

  • Duplicate slab upgrades are now converted into a harvestable residual object
  • In Karl’s Bay, Harriet and her cultists can no longer shoot Colt through the closed security door to their office
  • In Karl’s Bay, too, a certain window in Hangar 2 was restored to its intended functionality
  • Strelak Sapper Charges can no longer be thrown in such a way that the player can get through doors or other surfaces
  • Kicking a Strelak Sapper charge while “cooking” no longer causes the charge to explode and subsequent charges no longer disappear when thrown
  • Gun placement can no longer be used to allow players to penetrate doors or other surfaces
  • Hackable antennas now give clearer audiovisual feedback on their hacked status
  • Fixed an issue that could result in Colt having 2 weapons in the same hand or one weapon in the left hand instead of the right hand after a reprise
  • Fixed an issue that could prevent a weapon from continuing to reload if the player switched to the same ammunition type while reloading and then switched back to the original weapon
  • Fixed an issue that could result in the Hackamajig not automatically being presented with an empty hand the first time it was picked up
  • Fixed an issue that could result in a player using the shift slab to reach a ledge, triggering the vaulting action, and getting stuck in the ledge instead of jumping
  • Fixed a case where 2-bit interactions were not working as intended
  • Fixed an issue that prevented some hackable doors from opening if kicked while hacking
  • Multiple turrets can no longer occupy the same space
  • Fixed an issue where players could get trapped if Fia’s large bunker doors closed on them

GRAPHICS / AUDIO

  • Fixed an issue where the player could put the machete down during an assassination animation
  • Fixed some issues with FSR integration and improved the overall implementation.
  • Fixed an issue where the player could equip a blocked weapon during the debug animation
  • Fixed bugs, including some that could lead to crashes, related to the DLSS and ray tracing graphics options
  • Fixed numerous minor visual bugs, including some related to indirect lighting
  • Fixed or improved numerous audio details and timings, including some improved voiceover lines
  • Improved audio mixing across the board
  • Fixed an issue that could cause graphical glitches if a door was opened at the same time while a sensor was closing it
  • Tower indicator lights no longer work if the tower’s battery is destroyed
  • The enemy / friendly indicator lights on field nullifiers now match those on turrets
  • Fixed an issue that caused deactivated turrets to sound like they were deployed when thrown or dropped
  • Fixed an issue where closed doors rarely appeared as if they were open

ACHIEVEMENTS / TROPHIES AND ACHIEVEMENTS

  • Fixed an issue that resulted in Julianna being rewarded with duplicate trinkets
  • Fixed an issue where the Ensemble Tragedy achievement was not properly rewarding
  • Fixed an issue that prevented Julianna from earning the Dual Vision talent if she assassinated Colt while disguising herself as a visionary
  • Fixed an issue where Julianna players could gain the Sorceress talent even when using weapons
  • Fixed an issue where Colt’s own death counted toward Julianna’s shots for the “Don’t Care About Me” achievement

STABILITY

  • Fixed an issue that could cause the game to freeze when using the Strelak Verso. crashed
  • Fixed an issue that could cause the game to crash if Colt died at the start of a movie
  • Fixed an issue that rarely resulted in the game becoming unresponsive when exiting the diary
  • [PC] Fixed an issue that could cause the game to stop responding when controls were reassigned from keyboard to controller or vice versa

RELATED

  • Fixed an issue that could result in the first weapon being dropped if the Julianna player picked up multiple weapons at the same time
  • Fixed an issue that could cause the Mission Results screen and progression to be skipped for the Julianna player if that player went straight to Invasion matchmaking after successfully breaking the loop as Colt and completing the game deadline had looked at
  • Fixed an issue that could cause the “Network connection to server failed” message to remain on the screen after it was fixed
  • Fixed an issue that could cause Julianna to spawn above the ground and briefly fall before she could move
  • Fixed an issue that resulted in Karnesis visual effects not appearing from Julianna’s point of view when used on an NPC

Joseph Knoop is a writer / producer / Mr. Kill for IGN.



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