XIII v20210223 All No-DVD [Codex]
C O D E X P R E S E N T S XIII (2020) Update v20210223 (c) Microids Release Date : 02/2021 Protection : Steam Discs : 1 Genre : Action For list of changes read included patchnotes.txt - Extract - Run setup.exe and install update - Copy crack from CODEX dir to installdir - Play You need the following releases for this: XIII-CODEX - Block the game's exe in your firewall to prevent the game from trying to go online .. - If you install games to your systemdrive, it may be necessary to run this game with admin privileges instead CODEX is currently looking for nothing but competition! Greetings to STEAMPUNKS & CPY LNK^CPS 02/2015 Update v20210223: Youll find below a summary of this patchs fixes : Weapon improvements (balancing, animations improvements, various fixes and polishing, sound effects) Animation improvements (further fixes on Ragdoll system, polish in several cutscenes) Gameplay improvements (improvements in Stealth levels, improvement of MacCall and Johannson behaviour, AI improvements) Interface improvements (Collectible indications, Options Page fixes and polishing, Multiplayer interface) Design Balancing Weapons Increased the damage and reduced the spread of the AI Hunting Shotgun Reduced the AK47 recoil from hip fire and ADS. Decreased the number of damages to 60. Decreased the overheating time to 5s. Decreased the cool down time to 3s. Bosses Increased the life, the damage and the accuracy of Winslow on every difficulty. Changed Winslows main weapon to a hunting shotgun. Changed Winslows behaviour to not start the bossfight with reloading his shotgun. Reduced the stun time of Winslow on every difficulty Increased the life, damage and accuracy of Willard on every difficulty Changed Willards behaviour to not constantly run around. Reduced Willards stun time on every difficulty level Dr Johansson new Behavior Balancing the damage of Johansson in all difficulty levels. Balancing the waiting times of Johansson in all difficulty levels. Balancing the Action sequences of Johansson in all difficulty levels. Level Design General Heavies can no longer be karate chopped or taken hostage. FBI Headquarters Fixed an issue with an enemy that would get stuck staring at a wall. Emerald Base 02 Fixed a collision issue with the tank, allowing players to go under it. Adjusted most enemy positions and patrols. Moved the Heavy outside and gave him a Shotgun. Replaced a Helmet pickup with M16 ammo. Increased enemy model variation. Emerald Base 03 Adjusted AI patrol paths. Mountains 02 Fixed the two enemies below the tank not running towards the player. The two enemies below the tank now run towards the player a bit faster. Reworked final combat sequence. Fixed enemies being able to walk through the helicopter. Added a medkit and vest. Lake 02 Fixed an issue with the destroyed wall staying open after restarting from checkpoint. Adjusted the position of the checkpoint after the cutscenes. Adjusted the objectives in the level to appear at more appropriate moments. Adjusted the spawning of the enemies outside the cabin. Changed the weapons of most enemies to make them more appropriate for their faction. The helicopter with the M60 enemies now leaves the area slightly faster. Blocked off an area that allowed the player to leave the gameplay space. Canyon 01 Blocked off an area that allowed the player to leave the gameplay space. Canyon 02 Fixed some areas where the Player could get stuck. Added wooden beams to provide better traversal in a specific section. Spads Base 02 Fixed an issue with the XIII Dossier not disappearing when taking the keycard. Fixed enemies walking through trees. Spads Base 03 Disabled interactable objects from the previous level. Reworked pickups in the level (fixed broken pickups, moved, added and removed pickups). Changed the angle of the camera panel in the first section. Added more enemies in the first three sections and changed some of their behaviours, increasing the overall difficulty of the level. Spads Base 04 Player should no longer be able to start the level partially inside the floor. Moved the Checkpoint before a pickable locked door to be after the door. Text All Languages Split up the text for the Cowboys dialogue in Rooftops. Added missing descriptions for some of the graphics options. Added text for the collectible viewer controls. Added text for when the player has max ammo, medkits and armor. Added text for when the player is unable to drop a dead body. Input Improved input response of the camera and movement for both PS4 and Xbox (should now feel smoother, and easier to aim and move around) Features: Glass Shard: Now, when breaking big windows, mirrors and doors containing glass, these will spawn a glass shard that can be used as makeshift weapon Code Fixed back guard in Prison escort sequence walking past the player. Fixed enemies being able to open a door that triggers an animation sequence in Emerald Base 02. Fixed hostage guards not getting deactivated after using the elevator in Winslow Bank. Fixed Carrington advancing too soon in the final section of Mountains 02. Fixed Jones not reacting to the enemies shooting her in Mountains 02. Implemented the new behaviour for Dr Johansson. Fixed characters not properly looking at the player during animation sequences and cutscenes. Fixed being able to take heavy enemies hostage. Fixed dropped weapons and ammo from Dr Johanssons syringe effect not getting destroyed on checkpoint reset. Fixed the melee attacks detecting more damageable objects that it should. Fixed the triggering of the heavies going berserk. Fixed Winslow getting stuck in reload if stunned. Fixed NPC bodies getting colliders disabled when in an elevator. Fixed getting on the turret while in ads causing player to be stuck in ads Fixed knife staying in the players hand when emptied on a grappling hook Fixed tactical crossbow animation sync issues Added dry fire vfx for tactical crossbow Fixed turret overheat starting on button press, now it starts with the animation Fixed turret fire not being triggered when spamming click Added cancelling to weapon equip animations Added/fixed run/walk sounds on pistol, uzi, m60, sniper, hunting shotgun, grenade, tactical crossbow and knife Fixed revolver secondary fire audio Fixed dual uzi fire audio Fixed chair smash audio being cut off Fixed dual pistol reload audio Fixed microspy and c4 placement Add the full collectable 3d viewer Update Ui Input reminder in menu Add total counter of collectible Fix submerged / surfaced in and out problems Add collectible indication for every mission in Mission page Leave crouch when sprinting and vice versa Fix character spawns in crouch position after failing mission Fix sound looping after resting checkpoints Fix music in credit that whasnt working Fix Idle that was playing in cutscene Improve bullet impact sound Add doppler effect to projectiles Fix sounds that was playing while menu was in pause Pause / Unpause ambiance of current level when going in flashBack Add death sounds in main menu Add tinnitus when hit from explosive projectile Grenade UI Fixes Turret fixes Turret UI Fixes Throwing weapons now cant que actions Fix a problem where you could sprint with the harpoon gun underwater Melee input for Joystick and Keyboard Added melee animations for almost every weapon New logic for the alternative fire, now is usable as melee Added HUD / Gameplay restrictions to yacht Added graphics presets to options Fixed lockpick prompt to properly say hold Added input reminders to video cutscenes Art Levels SSH1 Base 02 got a big revamp: The level got relit from start, for a more polished and atmospheric result Many worldbuilding changes and additions to fit the new style of the level Occlusion of the level was redone in more detail, to ensure that more things are culled when they are not needed. This solved all the reported occlusions issues the level had Various changes to Makeshift weapons to have more variety and also being easy for the player to access them The collectable at the end of the level is now moved to a new, secret location (its in the locker room, behind the middle mirror, break it to access the collectable) Fix for when the boss fight starts, the player to be trapped in the room, forcing the fight in the boss room. This solves various issues we had when the player dragged the boss outside of the correct room. Various fixes to interactions of the level Yacht got a polish pass and various fixes: All character on the yacht got a proper lighting pass to looks better Fireworks got a light pass so they look more impressive, even though, intentionally, the light from the fireworks is not affecting the Yacht due to performance Fixed various light and reflection bleeds that were in the inside of the Yacht Fixed the fact that the horizon had a hard cut and it was not bleeding properly with the sea Fix for the Yacht Flashback level being visible at the top of the sky Submarine had various fixes: Further optimization on shadowcasters in the most taxing in performance rooms Fixed various occlusion issues Character lighting pass for both cutscenes that the level has Rooftops had various fixes: Updated all sequences where Jones opens a door, so those doors do not have interaction outline before jones actually opens or unlocks the doors Fix for the black plane appearing on the third cutscene Fix so the table sequences are not playing at the start of the level but at the actual correct time frame (just when you open the door of the room) Various occlusion fixes Mountains 01 had various fixes: Fix for the ladder being obstructed from the telepherique when the telepherique was back in the station Fix for the mechanism of the telepherique snapping back weirdly after the animation was done Various occlusion fixes Sanctuary 01 had various fixes: Fix for occlusion issues including the statue on the cliff and the huge doors that were culled after they were opened Fix for the horizon having a hard cut due to sea and sky not blending Hotel, fix for the doors to the main hall being opened by default instead of opening only from the sequence with the FBI agent Hotel, fix for the weapons floating from the enemies hand Emerald base 03, the collectible in the vent was moved in the toilet (second door), since that part of the vent was completely blocked to stop the tedious backtracking that the players had to do Spads 02, moved the collectible to a more hidden location in the same area Spads 02, fixed occlusion issue Glass of meeting room in SSH1 base 01 has been changed for improved visual and less obstructed view Winslow Bank Fix, so the car at the end is not visible when the player is on the stairs, so it makes sense that it arrives in the cutscene Winslow Bank Fixes on occlusion issues found in the library and in other parts of the level Fix for occlusion issues in the Abandoned House part of the FBI Fix for various occlusion issues in Emerald base 02 Various fixes including a fix for occlusion in Resolute base 01 Various fixes in Canyon 01 Various fixes in Canyon 02, including fixes for culling issues, black surfaces Added animated screens in Emerald base 02 Fixed occlusion issue on Spads_04 Fixed and added number decals in Spads_04 Added pathblocker in a vent in Emerald Base 03 to prevent player from exiting the vent Emerald base 03 fixed occlusion issue Fixed Lod issue on some assets in Emerald base 02 Fixed fog distance in Emerald Base 02 Fixed emissive materials in winslow bank now with correct colors Optimized the top section of the bank with reduced shadow casters Fixed lights disappearing and appearing in Mountains 02 Various fixes and polishing in sanctuary 02 Weapons Key animations and issues fixes C4 animation polishing Microspy animation polishing Melee attacks animations implemented in almost all the weapons Brick look overall and polishing on animation side Harpoon gun look overall and polishing on animation side Lockpick improvements on up/down animations for faster interactions, in addition to fixes to these animations Lockpick User Prompt now properly displays the Hold action Scrolling between weapons with mouse wheel now is more quick M60 look overall and polishing on animation side Tactical Crossbow has more animations implemented and looks better Statue animation fixes and overall looks better Sequences Sequences fixes in different levels(spads base 01, rooftops, Emerald base 01, mountains_02, FBI, Winslow bank, ssh1 base 02, spads base 03, Sanctuary 01, flashback lake, Yacht, Emerald base 03) New sequence added in Emerald base 03 when XIII is going to find Carrington, a soldier its leaving the room New sequence in hotel at the beginning of the level, enemies speaking in the laundry room New sequences in Asylum, when the alarm is triggered the guards go for the player coming from different rooms. Also new sequences with the doctor and Karen speaking about the rats. Added dialogues missing related to the end of the sequences or cutscenes and in the transitions of the flashbacks Polishing sequences (lake 02, rooftops,mountains_02, FBI, Winslow bank, Emerald base 01, ssh1 base 02, flashback lake, Yacht) New sequences in FBI at the beginning of the level with Nico going into the room and checking for the noise. Created new seq with Victoria in the second floor scared in Winslow bank, also created new seq with the guards in the library New sequence at the end of the level in Canyon 01, one enemy run and say call the Mongoose, get back up New sequence with Mongoose dying New sequences in Emerald base 02, at the beginning of the level, 3 enemies having a conversation, also new sequence with an enemy smoking close to the car New sequence in submarine, a guard say whos there? and wait for XIII in the other side of the door New sequence create with Standwell going to the table and shooting all around (not implemented) New alternative sequence in the flashback Emerald base with Carrington, if the player its so close to him he wouldnt walk forward Cutscenes New version of cutscenes 15, 23, 24, 25, 26, 32, 34, 35 Cutscene 15 : added vfx Cutscene 23 : Improved camera transition at the end and made the rocket faster. Cutscene 24 : Improved environment and lighting, added wind and snow on trees, better-looking ice material from above with fake reflection of the 3 enemies. Cutscene 25 : Added new ****** animation. Cutscene 26 : Replaced the automatized ceiling pieces falling with hand animated ones. Cutscene 32 : Improved animation of Edelbright, better transition to his walk, walks faster towards the door. Cutscene 34 : Completely new animation for Edelbright talking then taking the gun out when walking backwards. Edelbright now goes and hides behind the missiles. New animation for the enemy running in the room. New version of cutscene 50 where only the shot in the elevator has improved body and face animation. User Interface New full screen functionality on the Collectibles menu It can be accessed by clicking on the icon of each collectible The player has control of a camera that can rotate freely around the collectible, zoom in/out There are buttons that let you cycle through all your unlocked collectables while in the full screen view There are shortcuts that let you control rotate, cycling through collectibles and resetting to the default camera New messages on the HUD Log for the following situations: when body cant be dropped due to not having enough space when having full ammo on trying to pick something up when having full medkits on trying to pick something up New loading screen for the times that the player is loading out of the level or for the initial loading to the game to the main menu. Its the classic loading screen, stripped of the Title, Middle Art, Tips. It features the necessary loading bar and loading icon. Polishing on layout, sizes, and font on the Collectable Menu Various fixes and polishing to Mission Selection Menu: Fix for all the labels of the mission boxes to be the same size, both the background and text Fix for some mission artwork sprites showing wrong aspect ratio Misc. fixes regarding positioning and polishing for the statuses of the buttons Added collectable completion reminder in the Mission Selection Menu to every level featuring collectible(s) Various fixes and polishing to the Options Menu Fix for the Controls Options Menu button sprites and statuses Fix for the Options side menu positioning and sprites values Misc. fixes and polishing regarding the sub menu left and right buttons Fix so the submenu was not by default on when you opened the options menu, which in turn fixed the various issues we had with that submenu Added in Credits the new programmers that joined the project from the end of last year Various fixes on the Conspiracy Menu Collectables Together with the new full screen view, all the Collectable dioramas had the following: Updated, better posed default view for when you are viewing collectables in the base menu New default position per collectable for when entering the full screen view Proper lighting pass for each collectable Fix for outlines appearing white instead of the normal black Fix for the various glass materials that were not appearing properly Various pose fixes on the Character Collectibles to reduce intersections and weird body deformations Updated all the weapon collectables that had an outdated model/texture due to the weapon itself getting an updated after release Adjusted Post process on collectable menu to ensure no weird bloom bleeding, and reduced some of the effects for better performance Environment LOD fixes for several props Fixes on collisions related to audio issues Fixes on some materials tag for accurate impact visual and audio UVs lightmaps fixes for props and structures Added new shadowcasters for Mountains 01 to help with performance Collider fixes for Emerald Base 03, FBI headquarters and Submarine structures Fixes on the breakable potteries in Canyons 02, now they can be destroyed correctly Updated and fixed various rocks collisions in Canyons 01, 02 and Lakes 01 Hole added behind the mirror in SSH1 Base 02 to collect the XIIIs statue Added collider for some props Fixed disappearing fence in Prison Interactable outline added for the interactable book in Asylum VFX Fixed the Alarm Box not triggering the visual noise Fixed the snow kicked up in an Emerald Base 01 sequence disappearing too fast Added vent smoke to Resolute Base 1 Disabled collisions of the leafs in the destructible vent covers in Sanctuary 1 Added 3 animated screens to Emerald Base 3 Fixed the color grading of the snowman destruction effect Adjusted the look of helicopter effects in Cutscene 13 Added helicopter effects to the cutscene 15 Fixed the bazooka muzzle flash in Cutscene 28 Added a visual noise to the Cutscene 43 Fixed the turret projectile visuals getting disabled after being used once Fixed the clicked visual noise clipping the tactical crossbow mesh Added effects to the brick projectile Improved the look of the turret overheat effect Added cigar smoke to the collectable 41 Shaders Improved performance of our custom post processing added transparent shader that correctly gets picked up by render-textures Optimization Set up platform specific optimization options Audio Level Ambience Updates Spads_Base_04 Ambience + Reverbs. Update Spads_Base_03 Ambience + Reverbs. Update Spads_Base_01 Ambience + Reverbs Update Lake 01 Ambience + Reverb. Update Mountains Ambience + Reverbs. Update Emerald_BAe_01 Ambience + Reverbs. Update Lake 01 Ambience + Reverb Update Mountains_02 Ambience + Reverbs. Update Mountains_02 Ambience + Reverbs. Update Rooftops Ambience + Reverbs. Update FBI Headquarters Reverb. Update Reverbs Brighton Beach 01 and 02. Update Winslow Bank Reverb + Submarine Ambience. Update Sanctuary_01 Ambience. Update Spads_Base_04 Ambience. Update Sequence Spads_Base_04. Update Mountains_01 Telepherique Animator. Update Ambience Hotel + Intr + Cutscene. Update Submarine_02 Ambience. Update Submarine_02 Ambience. Update Canyon Ambience + Reverbs. Update Ambience Prison. Update Prison Ambience + Reverbs. Update Asylum Ambience + Reverbs. Update Lake 01 + Lake 02 Reverbs. Update Asylum Ambience + Reverbs. Update Hotel Reverbs. Update Submarine Levels Reverbs Update Mountains_01 + Mountains_02 Reverbs. Update Emerald base 01, Emerald base 02,Emerald base 03 Reverbs. Update Rooftops Reverbs. AID-4451 Update Spads_Base_03 Ambience + Reverbs. Update Ambience + Reverb in FBI Headquarters. Update Winslow Bank Reverbs. Update Brighton_Beach_02 Reverbs + Ambience. Update Reverbs Brighton_Beach_01 Update Brighton_Beach_01 Reverbs. Update Yacht Reverbs. Update Resolute_base_01 + Resolute_base_02 Reverbs. Update Lake_02 Reverbs. Update Spads_Bae_03 Ambience + Reverbs. Update Spads_Base_02 Ambience + Reverbs. Update Sequence Explosion WB. Update Spads_base_02 Ambience + Reverbs. Update canyon_02 Ambience + Reverbs. Update SSH1_Base_03 Ambience + Reverbs. Update SSH1_Base_01 Ambience + Reverbs Update SSH1_Base_04 Ambience + Reverbs. Update Submarine Ambience + Reverbs. Added Canyon additional SFX for ambiance. Update Event for Optimization + Reverb System. Equipment Fixes and Updates Update Fmod Event Bottle on fps arms + related prefabs Update Key Fmod event fps_arms. Update Audio_Shotgun_Fire Sound on Fps Arms. Upgraded the grenade SFX Added a custom preset for sniper, did another pass of weaons optimizations. Sorted Ref audio events, Fixed grenade explosions, added Bazooka explosions 3d to mountain 02 bank. Tweaked punch impacts. Added IR send to all fire 2D weapons, boosted IR tail for indoor on revolver. New Revolver SFX, New revolver shots SFX. SFX Fixes and Updates Update Surface vfx_sfx script object. Update Shark Sequence in Spads_Base_01. Update Surface vfx_sfx script object. Pushables and Interactibles Fixes and Updates Update Doors gate prefabs + Audio Gate prefab. Reduced the number of assets on impacts to 6 Update Panel control event + Snapshot. Update Generator event. Fixed door 29 sync and hangar door 01 sync. Music,Sequance,Cutscene Fixes and Updates Update Spads_Base_01 Sequence. Update Music Submarine. Fix Dialogue Hotel. VXID-4451 Update banks. Update Mountains_02 Fix Dialogue + Fix Footsteps_npc Update Sanctuary_02 Intr. Update Spads_Base_01 Sequence. Update Shark Sequence in Spads_Base_01. Update Spads_Base_04 Sequence. Update Sequence 12.2 in SSH1_Base_01. Update SSH1_Base_01 Seq_12. Update Sequence Spads_Base_04 Fix Dialogue Cutscene_03. Update v20201221: Youll find below a summary of this patchs fixes : Weapon improvements (balancing, animations, sound effects, Grenade timer, Keybinding on PC) Animation improvements (further fixed on Ragdoll system, polish in several cutscenes and in-game sequences) Gameplay improvements (checkpoints added after flashbacks, Ammunitions and Medkits management, tweaks on some bosses, further audio additions and fixes) Art debugging and improvements (various collision and occlusion bugs, lighting) Weapons Added screen shake to weapons.. Increased the projectile speed of makeshift weapons. Increased the recoil of the Uzi while aiming down sights. Increased the noise radius of the M16, AK-47, M60, Pistol, Shotgun, Hunting Shotgun, Sniper Rifle, and Grenade. Increased the damage of the M60. Increased the projectile speed and weight of the M16 grenade. Reduced the accuracy of the Pistol Fix wheel selection Added hold throw to glass shard, statue and brick Fixed turret material turning blue after overheating Fixed turrets idle breaker happening way too often Fixed turret overheat bar not going down when holding the fire button Fixed burst fire not ending correctly when weapon gets removed during it Added animation canceling to hunting shotgun Fixed swapping dual wield weapon for another causing the left arm to be missing Fixed the military arms not picking up bodys and corpses correctly Added a limit to the medkits Added single reload to hunting shotgun when you only have 1 ammo left Fixed turret placing the player in the wrong position when exiting Fixed makeshift weapons not always taking out enemies Added grenade ui timer Fixed turret UI overlap Fixed debris on makeshift weapons Fixed entering the turret while sprinting not being immediate Fixed missing pickup sound for keys and keycards Fixed Grenade Explosion Reduced Broom impact added IR send to all fire 2D weapons, boosted IR tail for indoor on revolver New Revolver SFX Tweaked enemies weapon attenuation curves AI Adjusted the speed of enemies Bazooka projectiles. Adjusted the time it takes for marksmen-type enemies to lose the Player. Bosses MacCall Increased the health and damage of MacCall on all difficulties. Adjusted the speed of enemies Bazooka projectiles. Adjusted the time it takes for marksmen-type enemies to lose the Player. Helicopter Increased health and damage of the Helicopter on all difficulties. Increased the movement speed of the Helicopter. Increased the fire rate of the Helicopters missiles. Reduced the fire rate and the accuracy of the Helicopters machine gun. Reduced the accuracy and area of effect of the Helicopters missiles. Standwell Increased the health and damage of Standwell on all difficulties. Mongoose Increased the health and damage of the Mongoose on all difficulties. Reduced the stun duration and accuracy of the Mongoose on all difficulties. Level Design Winslow Bank Adjusted collisions in an area where the Player could get stuck. Rooftops Fixed Level Complete objective appearing incorrectly. Fixed a Grenade that couldnt be picked up. Fixed AI being able to walk out of the main combat area in the exploded warehouse section. Blocked off the Player from being able to walk inside the exploded warehouse. Adjusted the way the Checkpoint before the exploded warehouse section activates. Adjusted the way the focus marker at the second jump appears. Emerald Base 02 Enemy next to the ladder now uses a Shotgun. Fixed Player being able to get stuck outside the fence in the last section. Emerald Base 03 Removed incorrect dialogue texts from cutscene. Added medkit in the red room. Mountains 02 Adjusted the way the final Checkpoint and combat sequence are activated. Fixed several areas where the Player could clip through geometry. Lake 01 Fixed some poor collisions before the first zipline. Prison Improved behaviour of elevator objective marker. Improved objective behaviour. Changed activation method for first checkpoint to prevent sequences from getting broken. Added knives in the first hallway. Asylum Added a Checkpoint after the flashback. Spads Base 03 Added Tactical Crossbow to starting inventory. Spads Base 04 Replaced glass shard and brick in the first area with an ashtray and broom respectively. Moved the checkpoint next to the lockpick door to be after the door. Resolute Base 01 Improved enemy patrol paths. Disabled gravity on M60 pickup. Sanctuary 01 Added a Checkpoint after the flashback. Removed some of the objective markers at the end of the level. Improved enemy patrol routes. Added an additional enemy at the start of the level. Sanctuary 02 Fixed objective marker on keypad not disappearing correctly. Adjusted Level Complete objective. SSH1 Base 01 Adjusted the position of the last Checkpoint. Text All Languages Added localization for Boss names. English Fixed punctuation and grammar mistakes in some of the texts. Spanish Atajo de inutiles!, to Hatajo de inutiles! Opciones de guardado to Guardar Cambios Mostras los objetivos to Mostrar los objetivos German Shortened several texts that did not fit inside their boxes properly. Corrected Mongooses name in texts for Collectibles. Tech Fix issue when player still has gun during flashback Fix Pause / fail Menu SuperImposed Fix Arrow position in dialogue system Remove Controller Vibration when player use keyboard Add localisation for Continue / quit button in main menu Fix issue when player had to press Escape twice to open pause menu Pause the game when a controller is disconnected on PC Dont transmit the suspicious position when an AI is alerted for getting hit. Have AIs investigate around randomly Have an automatic two dead detection Camera shake effect Fix body dropping issue (going through geometry) Fix ragdoll falling through floors (most cases) Fix ragdoll reaction for explosions and shotguns (most cases) Change Keys 1-6 to select a specific weapon Fix impact direction of makeshift weapon on a character (i.e. throwing glass will push character in the direction of throwing) Fixed being able to escape the Prison escort sequence. Fixed blocking issues with the Prison escort sequence. Fixed guard teleporting in the Prison escort sequence. Fixed being able to push the front guard after the end of the Prison escort sequence. Fixed guard not getting alerted by the player carrying a hostage in SSH1 Base 01. Fixed alert detection issues in the beginning of SSH1 Base 01. Fixed animation of FBI agent in FBI HQ not getting interrupted when he was taken hostage. Made the boss display name that is shown in the Boss HP bar be localized. Fixed the VO line playing again after restarting from checkpoint in Winslow Bank after the vault explosion. Fixed guards in the hostage section of Winslow Bank not staying close to the player. Fixed enemies in Sheridan sequence of SSH1 Base 02 not being able to shoot at the player. Fixed Standwell getting stuck idling when pushed into a corner after getting stunned. Audio Reverb implementation and update Reverbs Update Yacht SSH1_Base_01 SSH1_Base_03 SSH1_Base_04 Hotel Sanctuary 2,3 Submarine 1,2 Winslow Bank Brighton beach 2 Rooftops Added reverbs Brighton beach 01 FBI Headquarters Spads Base 1,2 Mountains 1,2 Fixed Audio bug Loud explosion of the gas tanks Amos End line in FBI first cutscene Brighton beach 01, Flashback gunfire sound Hote, missing voice lines between Winslow and his guards Fix Dialogue Volume Fix Footsteps Volume Fix Bodyfall Volume Fix Explosion in Winslow Bank Fix Cutscene Async in Rooftops Weapon Animation Turret animation polishing update, including fixes on fire (normal and ADS) Shovel animation polishing pass and overall fixe Glass Shard polishing pass and overall fixes Screenshake pass on each of the weapons Shotgun Hunting animation polishing pass Cutscenes Improved lighting, worldbuilding, post processing in Canyon cutscenes Improved lighting, worldbuilding, post processing in spads 01 cutscenes Improved lighting, worldbuilding, post processing in Asylum cutscenes Polishing fixes in Spads 02 cutscene Fixed issue with the cutscene 41 in ssh1 base 01 (black background, issues in the shader) New versions of cutscenes 27, 28, 29 ( three of them pre-rendered) and 31 ( in-game) Sequences Hide enemies getting enable from the beginning of the level Emerald base 01 polishing settings and animations. Sequence with the heavy soldier redone. Deleted the first checkpoint of the level. Lake 01 polishing settings for sequences, and fixed sequence with the snowman, right now the soldiers react properly to the player. Created new sequence at the end of the level give me your compass Updated culling mask in the static cameras of all the game to hide the player in those cameras. Fixed issues with static cameras (culling) in ssh1 base 04, the camera was showing some parts of the background that were disable because of the occlusion. Now its fixed Fixed Jones with ****** animation in the flashback Winslow bank Lake 02, changed position in the screen of the static cameras to dont overlap with the objective message. Emerald base 03 polishing settings in sequences and fixed minor bugs Spads base 02, changed viewcone of the bosses so they can detect you in some visible spots inside the tent. Yacht make Sheridan disappear after the cutscene with Carrington and Amos Environment Fix on FBI structures related to Audio bugs Fix on the safes LODs in Asylum Fix stretch UVs in Mountains 01 Fix on LODs in Sanctuary 01 Fix on Mazes stairs colliders in Sanctuary 01 Shaders optimized sobel-edge-detection performance on the static cameras fixed black-artifacts issues on static cameras Update v20201207: Youll find below a summary of this patchs fixes: Weapon improvements (balancing, animations and other tweaks, projectiles, multiplayer pickups) Better Gameplay experience with many AI fixes (better reaction and behavior, tweaks on some bosses), further audio additions and some fixes on ragdoll system Art debugging and improvements (various collision and occlusion bugs, more polish in levels) DESIGN Balancing- Weapons: Increased the AK47 ADS spread. Increased AK47 Horizontal RecoilIncreased bullet spread of AK47 while on ADS Reduced the camera dulling while on ADS on Crossbow, Tactical Crossbow, Sniper Rifle Increased the Push and the Recoil on the Hunting Rifle Increased the damage and the range of effect of the M16 grenade. Increased grenade timer from 3 to 4.5 seconds Increased bullet spread on ADS and Hip fire for Silenced Pistol Increased bullet spread on ADS and Hip fire for Pistol Increased bullet spread of Uzi Increased recoil of Crossbow Increased recoil of Tactical Crossbow Reduced the number of ammo in Crossbow pickups and Crossbow Ammo boxes to 3 Reduced the number of ammo in Shotgun pickups and Shotgun ammo boxes to 3 Decreased the damage of the knife stab to 250. Others: Reduced the time of investigation for AI finding a Dead body, From 2s to 1s Tweaked the life and the armor of the Heavy Reduced the health regeneration for Hard Difficulty to 30 Increased the health of the Heavy in Hard and Very Hard Difficulty to not be one shot killed by the M16 grenade. Increased the HP of DrJohansson.increased Dr Johanssons speed Increased the damage of Johanssons knife stab to 10. Reduced the phase movement speed of Doc Johansson Reduced the damage in Easy Difficulty of Doc Johansson Increased the HP amount of Mac Call in Easy, Medium, Hard and Very Hard Difficulty Increased the Damage of Mac Call in Easy, Medium, Hard and Very Hard Difficulty. Level Design- Brighton Beach 02 Fix first AK not picking up Brighton Beach 02 Fix floating pistol Emerald Base 02 -Changes on AI and patrols Lake 01 Fix some pickups not working Lake 01 Increase the time required for navigation markers to appear Lake 01 Fix collision issues with rocks and navigation Prison Added more alarms to the courtyard. Prison Added more guards to the courtyard. Prison Adjusted guard patrol in the courtyard. Prison Alarms in the courtyard now spawn additional enemies. Asylum Alarms now spawn additional enemies. Canyon 01 Fixed rock collisions issues Canyon 01 Removed focus marker on cliff enemy SPADS 02 Added crossbow to starting weapons SPADS 02 Fixed broken pickups SPADS 02 Cleaned up colliders on broken building SPADS 02 Fixed missing objectives SPADS 02 Fixed focus marker on sniper enemy not appearing correctly (also causing it to not disappear correctly) SPADS 03 Rebalanced pickups (medkits and armor) SPADS 04 Changed the weapon of the heavy from a M60 to an AK47. SPADS 04 Fix AI not crossing through some doors SPADS 04 Add Hunting Shotgun, more ammo for shotgun, and changes on pickup locations SPADS 04 Increase the time required for navigation markers to appear SPADS 04 Pass on AI (positions & patrols) and add makeshift weapons to allow for a better optional stealth Resolute Base 01 Improved enemy patrols. Resolute Base 01 Added additional environmental weapons. Resolute Base 02 Rebalanced pickups (especially medkits and armor) Hotel Enemies in the first area now have more variety. Sanctuary 01 Fix viewcone of AI next to fountain Sanctuary 01 Fix collision on wooden door so bullets will go through the holes Sanctuary 01 Fix area where player can escape the map Sanctuary 01 Increase the time required for navigation markers to appear TECH Fixed multiple issues with the initial guard escort sequence in Prison level. Fixed issue where stunning a guard next to the Winslow sequence in Winslow bank would soft block the player. Improved the Chopper boss movement and attacks. Fixed Dr Johanssons syringe attack only dealing damage to the player without the additional effects. Changed the AI checkpoint state so that they dont keep trying to go to an alarm if they were doing so before a checkpoint was saved. Fixed a guard being able to open the door to the Winslow sequence in Winslow Bank before the sequence was over. Fixed enemies not reacting to certain sounds from the player if they are already distracted. Fixed Johansson sometimes not attacking the player if they climb on top of the cupboard during the fight. Fixed projectiles used in sequences causing noise that alerts AI. Added debris effect when using the broom, shovel and brick Fixed UI problems for the grenade Fixed positioning problems with the grenade and knife being thrown Various effect fixes for makeshift weapons Fixed various ragdoll issues for various situations Added ADS to turret Added material change for overheat on the turret Animation improvements on M60, AK47, turret, grenade, hunting shotgun, crossbow tactical, broom, bottle, shovel and ashtray. Also includes adding walking animations to some of them that were missing Added new controls for ashtray(Holding the throw) Fixed melee attacks doing stealth damage when not in stealth sometimes Added vfx change for multiplayer pickups Fixed some audio issues on bottle Fixed melee attacks queuing up when aiming a weapon(Knife and bottle) Fixed dual pistol reload being cancelled(by switching weapon) causing there to be 2 pistols in the left hand when you re-equip it Fixed reverb issues Fixed pistol FOV issues when ADS firing ART Levels- Polishing and relighting of Resolute base 01 Fixed blocker with the double doors and the button that controls them in SSH1 Base 01 Fixes on worldbuilding in SSH1 base 01 Fixed an issue in Spads 01 where the underwater gate was resetting if the player moved on the previous area, causing a conditional blocker Fixes on worldbuilding and occlusion in Canyon 01 Fixes and additions on worldbuilding in Spads 04 Fixes on occlusion in Spads 04 Fixes on worldbuilding and lighting in Prison Fix on Resolute Base 02 on occlusion sections to prevent helicopter to remain stuck Fixes on lighting in Resolute Base 02 Fix on occlusion in Winslow bank Fix and additions on lighting in Winslow Bank Fixed an occlusion issue in the first office of the Asylum Environment- All the pickable items in the Multiplayer modes now have an updated visual to help them stand out, and they also have an empty visual state for when the pickable is picked up and goes to cooldown Structure theme update for Resolute 01 Weapons- Turret polishing update, including among others ADS mode, and overheat effect Change the back aim piece of the Turret in order to be easier to aim with M60 polishing pass and improvements, including overhaul of all the sprint related animations Broom polishing pass, including various fixes in animations, debris when it breaks and a visual rework so its more detailed when picked up Shovel animation polishing pass Brick animation polishing pass Glass Shard polishing pass Grenade minor fixes AK47 minor fixes Ashtray minor fixes Sequences- FBI sequences readjustments in the settings, added new functions (now the door where the fbi guy dies is working properly). Fixed culling issues with the picture in picture cameras. Added missing ****** animations. Readjust camera in Spads base 04 to dont clip with the door Added new sequences in Prison. Level finished with sequences. Also readjust settings of the previous sequences in this level. Cameras sequence created in resolute base 02 for the start of the helicopter boss fight. VFX- Added VFX to show recharging pickups in multiplayer maps Added door kicking effect to cutscene 12 Added animated blood pool to the Dr. Johanssons death sequence Added snow effects to the enemies walking in Cutscene 21 Added Beep visual noise to the card readers in SSH1 Base 03 sequences 2, 4, 6 User Interface- Increased the render resolution on the Character models that appear in the Multiplayer Menu Fixed the positioning of both Shotgun unlocks in the Collectables Menu so theyre better framed AUDIO Updates on Level Ambiances and Reverbs- Spads_Base_04 Ambience + Reverbs. Update Spads_Base_03 Ambience + Reverbs. Update Spads_Base_01 Ambience + Reverbs Update Lake 01 Ambience + Reverb. Update Mountains Ambience + Reverbs. Update Emerald_BAe_01 Ambience + Reverbs. Update Lake 01 Ambience + Reverb Update Mountains_02 Ambience + Reverbs. Update Mountains_02 Ambience + Reverbs. Update Rooftops Ambience + Reverbs. Update FBI Headquarters Reverb. Update Reverbs Brighton Beach 01 and 02. Update Winslow Bank Reverb + Submarine Ambience. Update Sanctuary_01 Ambience. Update Spads_Base_04 Ambience. Update Sequence Spads_Base_04. Update Mountains_01 Telepherique Animator. Update Ambience Hotel + Intr + Cutscene. Update Submarine_02 Ambience. Update Submarine_02 Ambience. Update Canyon Ambience + Reverbs. Update Ambience Prison. Update Prison Ambience + Reverbs. Update Asylum Ambience + Reverbs. Update Lake 01 + Lake 02 Reverbs. Update Asylum Ambience + Reverbs. Update Hotel Reverbs. Update Submarine Levels Reverbs Update Mountains_01 + Mountains_02 Reverbs. Update Emerald base 01, Emerald base 02,Emerald base 03 Reverbs. Update Rooftops Reverbs. AID-4451 Update Spads_Base_03 Ambience + Reverbs. Update Ambience + Reverb in FBI Headquarters. Update Winslow Bank Reverbs. Update Brighton_Beach_02 Reverbs + Ambience. Update Reverbs Brighton_Beach_01 Update Brighton_Beach_01 Reverbs. Update Yacht Reverbs. Update Resolute_base_01 + Resolute_base_02 Reverbs. Update Lake_02 Reverbs. Update Spads_Bae_03 Ambience + Reverbs. Update Spads_Base_02 Ambience + Reverbs. Update Seq Explosion WB. Update Spads_base_02 Ambience + Reverbs. Update canyon_02 Ambience + Reverbs. Update SSH1_Base_03 Ambience + Reverbs. Update SSH1_Base_01 Ambience + Reverbs Update SSH1_Base_04 Ambience + Reverbs. Update Submarine Ambience + Reverbs. Added Canyon additional SFX for ambiance. Update Event for Optimization + Reverb System. Equipment Fixes and Updates- Update Fmod Event Bottle on fps arms + related prefabs Update Key fmod event fps_arms. Update Audio_Shotgun_Fire Sound on Fps Arms. Upgraded the grenade SFX Added a custom preset for sniper, did another pass of weapons optimizations. Sorted Ref audio events, Fixed grenade explosions, added Bazooka expl 3d to mountain 02 bank. Tweaked punch impacts. Added IR send to all fire 2D weapons, boosted IR tail for indoor on revolver. New Revolver SFX,New revolver shots SFX. SFX Fixes and Updates- Update Surface vfx_sfx script object. Update Shark Sequence in Spads_Base_01. Update Surface vfx_sfx script object. Pushables and Interactables Fixes and Updates Update Doors gate prefabs + Audio Gate prefab. Reduced the number of assets on impacts to 6 Update Panel control event + Snapshot. Update Generator event. Fixed door 29 sync and hangar door 01 sync. Music,Sequence,Cutscene Fixes and Updates- Update Spads_Base_01 Sequence. Update Music Submarine. Fix Dialogue Hotel. VXID-4451 Update banks. Update Mountains_02 Fix Dialogue + Fix Footsteps_npc Update Sanctuary_02 Intr. Update Spads_Base_01 Sequence. Update Shark Sequence in Spads_Base_01. Update Spads_Base_04 Sequence. Update Sequence 12.2 in SSH1_Base_01. Update SSH1_Base_01 Seq_12. Update Sequence Spads_Base_04 Fix Dialogue Cutscene_03.
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