Posted April 12, 2018
high rated
System Shock 2 has changed.
[CHANGELOG UPDATED]
[CHANGELOG UPDATED]
Patch 2.46 ND Update 3 (12 April 2018)
-the transmitter quest art code bits are now properly added as pda notes
-the transmitter now actually requires the player to restore power before it can be activated
-the purge radiation and reset power at Engineering quests will now always start up properly
-the Many brain ambience will now always stop once the Many sequence ends
-the wormheart implant heal and wormskin armor psi/health drain effects finally don't break upon level transition anymore
-fixed physdims on consumable alien organs, beakers and the autorepair unit
-fixed the cigarette script
-decontamination shower will work properly for all players in MP
-fixed trigger size on deployed proximity grenades so they would not explode prematurely dealing next to no damage, this means luring lesser enemies into mine traps is now a viable strategy
-the engine core flow ambient will start to play only after the engine has been activated, and the lighting setup works properly now
-readded missing hitspangs on the shotgun
-fixed some more AIs not being affected by the stasis field generator
-fixed rumbler being almost immune to worm guns (will take proper damage from the human mode now)
-tweaked the worm launcher projectiles setup, should be less wonky now when homing to targets
-added a ladder to the Hydro2 lilypad area that was very difficult to get out of
-resolved a few transparency issues on some flora
-added a rad meter to the Rick1 torpedo radiation area, and lowered the rad dosage received, as there is no more need to insta-kill the player because it's not possible to get through the area without purging the radiation anymore
-fixed conflicting flags on some spawnpoints that were causing the player to easily witness spawns under certain conditions (seeing a spawn should now be limited to edge case scenarios)
-fixed the extra spawn setups at Ops4 and Eng1 that were meant to make the player's life difficult when trying to complete the transfer Shodan and set core to overload quests to activate when the quests are received instead of when they are completed
-the underwater vent in the Many level will no longer insta kill the player by smashing him against the water surface
-the Happy Noodle bar on Earth now looks like a functional bar
-NPCs on Earth no longer use corpse skins
-the DE build was not loading some translated texts and textures properly, fixed now
-the DE build was already partially uncensored, finished the job and uncensored it completely. no more of that green blood nonsense
-removed invalid locations from install.cfg, this is required to load all the patched resources properly
-the transmitter quest art code bits are now properly added as pda notes
-the transmitter now actually requires the player to restore power before it can be activated
-the purge radiation and reset power at Engineering quests will now always start up properly
-the Many brain ambience will now always stop once the Many sequence ends
-the wormheart implant heal and wormskin armor psi/health drain effects finally don't break upon level transition anymore
-fixed physdims on consumable alien organs, beakers and the autorepair unit
-fixed the cigarette script
-decontamination shower will work properly for all players in MP
-fixed trigger size on deployed proximity grenades so they would not explode prematurely dealing next to no damage, this means luring lesser enemies into mine traps is now a viable strategy
-the engine core flow ambient will start to play only after the engine has been activated, and the lighting setup works properly now
-readded missing hitspangs on the shotgun
-fixed some more AIs not being affected by the stasis field generator
-fixed rumbler being almost immune to worm guns (will take proper damage from the human mode now)
-tweaked the worm launcher projectiles setup, should be less wonky now when homing to targets
-added a ladder to the Hydro2 lilypad area that was very difficult to get out of
-resolved a few transparency issues on some flora
-added a rad meter to the Rick1 torpedo radiation area, and lowered the rad dosage received, as there is no more need to insta-kill the player because it's not possible to get through the area without purging the radiation anymore
-fixed conflicting flags on some spawnpoints that were causing the player to easily witness spawns under certain conditions (seeing a spawn should now be limited to edge case scenarios)
-fixed the extra spawn setups at Ops4 and Eng1 that were meant to make the player's life difficult when trying to complete the transfer Shodan and set core to overload quests to activate when the quests are received instead of when they are completed
-the underwater vent in the Many level will no longer insta kill the player by smashing him against the water surface
-the Happy Noodle bar on Earth now looks like a functional bar
-NPCs on Earth no longer use corpse skins
-the DE build was not loading some translated texts and textures properly, fixed now
-the DE build was already partially uncensored, finished the job and uncensored it completely. no more of that green blood nonsense
-removed invalid locations from install.cfg, this is required to load all the patched resources properly