G4U55

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Feb 8th, 2021
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  1. Patch Notes 1.03
  2.  
  3. The Highlights
  4.  
  5. Safehouses are now hidden
  6. Combat AI has been improved and provides more challenge
  7. Added a Mini-resolve option to avoid nuisance combat demands. A new system will be implemented in the next update (1.04)
  8. Fast travel has been limited
  9. You can no longer attack an Enemy Faction you’re not at War with
  10.  
  11. General Changes
  12.  
  13. The game no longer pauses and minimizes when it loses focus
  14. AI ignores temporary alliances when deciding to break an alliance
  15. Loot crates are now rebalanced
  16. Adjusted racket income filter list to take the prosperity modifier into account
  17. Added separate notoriety gains for raze, ransack, and smash up
  18. Prevented Personality Traits from reapplying every time you save/load
  19. Removed time-free teleporting
  20. Fixed disappearing gangsters
  21. UI polish
  22. Locale polish
  23. Prevented alcohol resource errors when ransacking that could lead to inventory corruption
  24. Fixed instances of disappearing actors when upgrading ambience
  25. Fixed severe issues when a game is loaded where "master hotelier" is in effect
  26. Fixed an issue where actors could be sent to the void if two buildings changed their racket type at the same time
  27. Added more building and colour variety in the neighbourhoods
  28. Gangster Talents now need to be unlocked
  29. Fix boss ability items inheriting incorrect modifiers through weapon stats
  30. Add a wait to the flee action so players can see the characters leave the area
  31. Character model improvements
  32. Fixed an issue where if a player added a space or lowercase letters when editing a building name, the building name would not be displayed correctly
  33. Added more building variety throughout the neighbourhoods
  34. Better telegraphing and delay for Hotels Disbanding
  35. Better notifications for players when hotels are disbanded
  36. Fixed a softlock when assigning Lieutenants
  37. Fixed issue where if a character has more than 9 Status Effects on them, the UI will start to overlap. If they receive 28 or more, the icons will start to go off screen
  38. Empire screen filter lists scroll resets on repopulating
  39. The missing synergy icon has been found and returned to its rightful slot
  40. The Crew screen and Black Market now have no whitespace issues when viewed in 4:3
  41. The issue when switching to Asian languages and switching back would cause text to disappear in the tutorial is now resolved
  42. Updated the hiring costs for the starting gangsters
  43. An issue with Safehouse discovery resetting on load has now been laid to rest
  44. The awkward silences in sitdowns have now been filled with conversation
  45. Cleared the truce/end war sitdowns when war is removed
  46. Missing translations in the Settings window from the Title screen have been replaced
  47. Increased the difficulty of the difficulty levels
  48. Changed Threaten Option in sitdown pop up
  49. Fixed alcohol resource being released twice
  50. Save upgrader to fix older saves not loading from alcohol issue
  51. Saltis issue with rackets being locked fixed
  52. DMJ issue for Thompson not on map in Blues fixed
  53. Capone softlock when talking to Guard fixed
  54. When skipping to Ronnie’s phone call in the tutorial, we didn't have a valid reference to the brewery. This has now been fixed
  55. Increased the tiers for racket guards for all major factions
  56. Multiple tooltips were missing in the Empire Overview, Finances and Alcohol info screen. We found them and the are now back where they belong
  57. The name of the neighborhood is now added to the surrender dialog options
  58. Various UI fixes
  59. Fixed an issue where sitdown and mission icons stayed fixed on screen if the player pressed 'f' to transition to another neighbourhood
  60. Made sure that the tutorial safehouse doesn't spawn exterior guards while the tutorial is active
  61. Added new advertisements, see if you can spot them all!
  62. Fixed Safehouse Discovered Softlock in Tutorial
  63. Friend In Need mission fix for not completing after killing lodge members
  64. Jacques Attacks mission fix for not completing if you upgrade all rackets at once
  65. Fixed crate positions
  66. Increased the sitdown timeout from 5 minutes to 15 minutes
  67. Unknown characters will no longer reveal the faction name if we start pre-combat near them
  68. Mark Target will now work in pre-combat and start combat immediately when activated
  69. Resolved an issue where the AI could initiate combat while a sitdown was beginning. This would result in a soft lock in some cases
  70. Added recruiting time to AI squads
  71. Removed war-free attacks. You want a fight, start a war
  72. Raul was placed so close to a building that his arm was in it
  73. Genna fix for Round The World mission not completing
  74. When the player refuses the police request for cash, their rating with the police is reduced depending on their notoriety. If they pay up, their rating with the police is increased
  75. Fixed a cursor issue when cancelling a load game request
  76. Nicknames should now display how you got them in a pop up
  77. Fixed an issue where all tutorial attacks by player were asking for confirmation
  78. Fixed an issue with safehouse storages being nil
  79. Prevented Moles from being added to selection
  80. Non-tutorial AI Factions now start with a safehouse security level of 2 instead of 1
  81. Fixed bookshelf collisions in bars
  82. Created a Sal's Tips update for 1.03 to advise players in-game as to what the updates are
  83. Updated Large Casino interiors
  84. Different colors for the Explore and the Exterminate Agenda icon outline on the minimap and street view. This change also fixes colors of agenda icons not updating when you encounter a squad from an unknown faction
  85. Fixed Status bar icons overlap with combat status UI
  86. Police now resume patrolling correctly after TurningABlindEye is over in a location
  87. Made all loot in crates uncommon
  88. O'Banion's mission POI not updating if racket becomes invalid is now fixed
  89. Fixed Duarte's mission racket showing 0 cost for buildings after takeover, CMA mission not continuing
  90. Injured Gangsters are now correctly disappearing after taking over a racket when they become injured
  91. Fixed Word on The Street mission not continuing because combat was starting during a conversation
  92. Various save game fixes
  93. Made prosperity only update on weekly events
  94. Fixed issue where character entered into a T-pose if they travel while paused
  95. Fixed issue where players could end up not being able to move long distances
  96. Traffic no longer brought to a standstill on completing the tutorial
  97. Fixed the issue with loot screens popping up when other factions find them
  98. Removed cash from loot crate drops
  99. The Municipal Pier is now properly named on the map screen
  100. Additional checking by minor faction AI to ensure target faction has requested alcohol before making trade request
  101.  
  102. Combat Fixes/Changes
  103.  
  104. Issues with the AI not using grenades if they have to step out from cover have been fixed.
  105. Dead combatants can no longer panic during combat
  106. Allowed the boss to gain notoriety if anyone in their faction performs an execution
  107. Ensured that AI squads that are about to attack a building are not using other tactics before they attack
  108. Reduced the OW Angle for Dart Gun from 180 to 130 degrees and reduced the OW Angle for LP08 Pistol from 180 to 150 degrees
  109. Suppressed Fire shot does not deal damage to targets
  110. Ensured that combat can't start during conversations
  111. Fixed issue where player is able to equip regular rounds on dart gun
  112. Tweaked Last Rites as it can deal more damage than it is supposed to: All attacks with more than one shot would always deal crit damage after the first crit shot
  113. Fixed issue where certain conversations couldn't start combat
  114. Stopped heal over time effects being applied when their item is equipped
  115. Fixed a softlock in combat when moving characters who had been revived from bleeding out as the result of an overwatch shot
  116. Fixed Ability & Melee descriptions being truncated during combat
  117. Fixed issue where Gun panel would stay up with no gun icon
  118. Fixed an issue where entering combat during the war tutorial softlocks the game
  119. Remove the drunk animation while in combat to fix characters teleporting across the map
  120. Ensured errors in AI tactics don't block AI behaviour
  121. Fixed softlock related to a primary faction being eliminated in a war
  122. Fixed softlock when a revenge reaction turn was triggered after shooting
  123. Fixed softlock when using batter up on a character that doesn't die
  124. Weapon Balance: Reduced the effectiveness of a number of weapons. Critical hit damage has been reduced across the board. Removed the instant kill modifier from the Funeral Arranger Shotgun and the Deceiver Rifle. Added Knockback and Bleed to the Deceiver
  125. Fixed knife attack animation freezing
  126. Fixed save games with broken melee weapons after using a batter up reaction attack
  127. Fixed an issue where Knocking Out a character with an overwatch shot would softlock the game
  128. Fixed issue where character could be stuck in the knocked out pose after combat ends
  129. Last Rites ability has limited range, which was not implied by the game in any way. This is now fixed
  130. Fixed issue with Remedy not appearing on action bar
  131. Fixed issue with Hair Trigger ability activation popup showing even when character is knocked down
  132. Fixed an issue where certain combat reactions were using stale position / vision data. Could cause an issue where a character would "step out" to an old position several meters away
  133. Time Bomb will now disrupt overwatch when thrown
  134. Characters no longer get up after they have been executed if they were put in the BleedingOut state by a critical hit
  135. Fixed issue where Last Rites didn’t indicate that DMJ's Mauser has 10 shots leading people to believe it is bugged
  136. If a gangster or boss will be affected by the exterior combat, the dialogue offering surrender now shows their name
  137. The camera will no longer move after the player abandons exterior combat when the attackers are attacking the outside of a building
  138. AI attacking building exteriors will now attack between 8-15 metres from the building door instead of between 0 - 5 meters
  139. Fixed issue where corpses would block player moving to tiles
  140. Vicekings boss Daniel leaned on us for getting his name wrong in German
  141. The camera will no longer move after the player abandons exterior combat when the attackers are attacking the outside of a building
  142. We have ensured the Run Away option is displayed in surrender dialogue if the character is under attack outside
  143. Added even more variety in the buildings
  144. Made sure characters cant get stuck in the overwatch pose at the end of combat
  145. Characters now rotate back to their overwatch direction after getting attacked
  146. Increased the duration before an AI will declare war without an antagonizing incident
  147. Adjusted weapon ranges and stats
  148. Smooth out the curves for weapon ranges to reduce a number of sharp drop offs.
  149. Lowered a number of critical damage multiplier values for numerous weapon types.
  150. Removed critical hit chance from a number of explosives weapons.
  151. Removed armor damage from rifles
  152. Fixed an issue where the AI would get close to the player
  153. Added new movement parameters that allows the AI to want to move towards the effective range of their weapon
  154. Improved the performance for moving towards enemies and grouping with allies
  155. Fixed an issue with all tiers of Saltis melee racket guard being equipped with Brass Knuckles. Now each tier of Saltis melee racket guard is equipped with appropriate tiers of melee weapon
  156. Wandering thugs and thugs near loot crates will no longer attack the player on sight. They will attack if the player opens a loot crate near them
  157. Guards of major and minor factions will now only attack the player faction characters on sight if they are at war
  158. Melee attacks now trigger the correct animation if the target bleeds out
  159. Fixed that combatants who start a battle while in sitting pose, will no longer stay in that pose for the whole fight
  160. Guards in rackets will no longer sit in chairs
  161. Resolved a UI Overlap in combat with large text settings
  162. Further updates to the combat AI to help them move when no targets are visible and stay put when they can do actions from their current position
  163. Made sure bleeding out targets are prioritised correctly in the chance to hit order
  164. Friendly fire no longer removes non-aggression types of pacts (ceasefires/defense agreements..etc)
  165. Fixed issue where Unleash Fury could fail to activate
  166. Reduce the movement debuff from exhaustion from -2 to -1
  167. Fixed an issue where clicking the "Exit Ambush" button did nothing in combat
  168. Character speed returns to normal if Drunk status wears off during combat
  169. Gut Shot sfx now only plays when someone gets shot in the gut
  170. Fixed issue with the Lifeline ability which could cause it to be applied incorrectly to characters close to the action
  171. Fixed an issue with Lifeline where the bonus could become stuck on a character
  172. Fixed a bug where characters could be warped out of the combat bounds at the beginning of combat if that character had been knocked down or killed by an overwatch shot in a previous combat
  173.  
  174. Mission Fixes/Changes
  175.  
  176. Auto focusing missions that come from quest givers and boss missions
  177. Fixed failing Ryley mission when Alfred dies
  178. Fixed Helen being placed in Dyer mission when placement invalidated
  179. Removed repeated objectives failing missions
  180. Fixed alcohol production being stopped forever in CMA mission and Burned Booze and Ruined Barley event
  181. Fixed unclickable option for DMJ's mission
  182. Added placement invalidated to RPC missions so they stop failing when a building is upgraded
  183. Moved Kicking the Habit mission to mid game to stop both Maria missions spawning together
  184. CMA fixes - Stopping All Good Things on Alt time auto-completing, fix for Jacques Attack and They're onto Us
  185. Boss mission fixes - Stopping NPCs from spawning on band stand, buildings taken over by killing boss now count as conquering and progress mission, fix for DMJ mission Down Hearted Blues
  186. Fixed missions not completing in groups
  187. CMA fixes, Auto accepting mission rewards instead of relying on resolution pop up
  188. Persisting mission NPCs that are going to be resurrected to stop them from disappearing, misc boss mission fixes
  189. CMA fixes, body bag removal fix, removing persistent POI over Maria's head, adding do not revive tag to mission NPCs to stop them getting up after combat
  190. Moved any mission NPCs standing on stages in bars off them
  191. Fixed an issue where interior guards could duplicate themselves after winning a defensive fight
  192. Union mission, family business mission and NPC approaching player to talk fixed
  193. Lost and Found: After interaction with thugs, we have fixed the loading freeze when trying to enter racket
  194. Fixed some missions giving rewards even when they are failed
  195. Fixed Broken Menagerie not continuing if fight happens before thug fight
  196.  
  197. Thug Variants
  198.  
  199. You should now see 13 variations of thugs
  200. The appearance is randomly selected
  201.  
  202. Racket Guard Changes
  203.  
  204. Any old saves that were made before these changes were introduced will keep their previous racket guards until that racket is upgraded or sold and purchased again. Once upgraded or purchased the racket will start using the new guard setup.
  205.  
  206. With each level of security upgrade the guards will now become much tougher
  207. A new tier of racket guard has been introduced at security upgrade levels 4 and 5
  208. These changes only attribute based. The number of guards has not changed and there has been no changes made to the guard inventories
  209. Fixed issue with racket guards not being replenished
  210.  
  211. Faction Changes
  212.  
  213. Allowing the boss to gain notoriety if anyone in their faction performs an execution
  214. Fixing Spiffing Brit minor faction exploit
  215. Faction AI no longer attacks buildings outside of war. Existing attacks outside of war in older saves are cancelled.
  216. The diplomacy option for retribution demands has been removed
  217.  
  218. Safehouse Changes
  219.  
  220. Safehouses now start out as hidden (white buildings you can't interact with)
  221. Discovery chance increases by 1% a week from meeting a faction
  222. Once a month a safehouse discovery chance checked and the safehouse is revealed if the check passes
  223. Diplomacy screen shows your current discovery chance
  224. Taking over that faction's rackets further increases the discovery chance and checks (dynamic percentage based on faction rackets remaining)
  225. Event fires on safehouse being discovered
  226. Guards don't show up outside the safehouse until the safehouse is discovered by the player
  227. Ensuring taking over safehouses correctly assigns lieutenants
  228. Fixed issue with gangsters flagged as “away” being able to be assigned to a safehouse
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