Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Update 5 Changelog:
- ____________________________________
- Additions:
- • Korean Language support has now been added!
- • Added a FOV slider for the game camera
- • Added an option to configure when to play music in the medbay
- • The number of save slots has been increased from 4 to 10
- • Added a setting for muting the speech of the anchorman videos played in the game world
- Fixes:
- • Fixed a crash associated with pathfinding in the abandoned labs level
- • Reset the player position after a finishing move if that move would make the player fall to his death
- • Weapon materials will now drop correctly from NG+4 onwards
- • Removed weapon duplicates from the inventory, award nano cores for duplicate boss weapons
- • Elevators were sometimes not triggered correctly when entering them the instant they arrived
- • Enemy super armor will now scale properly through NG+ and beyond
- • Properly mark all drone upgrades to be unequipped when entering NG+
- • When awarding an injectable because of gained tech scrap, award one for all injectable types currently equipped, not only the selected one
- • Make sure equipped injectable implants always respect the order in which they are equipped when cycling through them
- • Giving Jo tech scrap will now update the UI counter properly
- • Hazard armor sets now also negate damage from toxic gas
- • It's not possible anymore to trigger a drone attack while the drone is on its way to overcharge a circuit
- • Toxic autofilter implant will now working properly if there is more than one in the inventory (NG+)
- • Androids that have been finished once will now properly damage the player after getting up again
- • Prevent P.A.X. from hitting itself with rockets colliding with the ceiling instantly when firing them
- • Fixed a problem that sometimes interactions could not be performed when starting NG+
- • The restart hint after changing the display refresh rate in the options menu will now correctly display.
- • Player can no longer get stuck on the train from Central Production to Abandoned Production
- • Player can no longer be killed by PAX falling on its knees
- • Player is no longer moved up the legs of PAX
- • Player can no longer be killed in PAX wake up cut scene
- • After lying to Alec about Maddy’s death the audio note at Alecs' body will now correctly play
- • Base of the Big Sister 1/3 is no longer lockable after it has been destroyed
- • Enemies in the arena of the Black Cerberus will no longer react to noise that the player makes
- • Camera in the fight versus Rogue Process will now always set correctly
- • Various fixes in Central Production B to prevent enemies from climbing on top of rails
- • Weapon trails are immediately visible after the player enters Central Production B
- • Sometimes when starting NG+ and opening the inventory, the player was still displayed wearing gear from the previous playthrough
- • Weapon buffs given by injectables were sometimes not displayed correctly in the Specs screen after switching gear
- • The camera configuration was not reset properly in all cases when leaving the photo mode
- Tweaks:
- • Increased the light intensity for the black cerberus and scarab chest armor
- • Super armor values for heavy duty weapon sets have been tweaked
- • SMAA has been tweaked to remove more jagged edges
- • Don't play the 'block breached' animation after performing a perfect block that drains all the player's stamina
- • Derive the hit blocked animation play speed from the set duration instead of deriving the duration from the animation
- • Nerfed some melee attacks of the fire and ranged hazard enemies
- • Reduced the stamina cost of the staff dash attack
- • Tweaked super armor of charged attacks
- • Increased super armor of staff kick, decreased damage
- • The confirmation dialog for overwriting save games has been replaced by an information dialog. You need to manually delete savegames now before reusing a savegame slot.
- • Reduced the invincibility duration for android enemies when they get up after being defeated once
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement