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Version 1.3.31:
- fixed being unable to climb over certain windowed walls (after breaking them) on 'Luxus' Incorporated Complex
- (MAP EDITOR) disabled ability to place cutscene_activator class objects (it's exclusive to the base campaign due to very specific functionality)
- (MAP EDITOR) fixed a crash that occured when using the "enable extraction" cutscene action without providing a valid extraction object ID
- (MAP EDITOR) fixed several issues with omni_light_caster in the level editor
- (MAP EDITOR) fixed the cutscene/scene edit panel showing up at times when it shouldn't when switching to other edit modes
- (MAP EDITOR) added new NPC state - goon_dummy_always_always - NPCs will never leave this state, even after a cutscene finishes playing (NPCs in the goon_dummy_always state would leave the cutscene state after it finished playing)
- (MODDING) the 'mapEditor' class is now accessible in mod environments
Version 1.3.32:
- the loadout menu now shows a stat comparison to the selected weapon
- the weapon info description box is now positioned on the left-hand side of the element, instead to the right
- limited player spawn coordinates to prevent cases where the player would be positioned outside user-created levels with incorrectly setup spawn points
- added two missing spanish localization strings
- fixed a crash caused by unusual controller inputs

MAP EDITOR CHANGES:
- removed various scene actions from being shown in the scene setup menu (they're cutscene-specific only)
- fixed scene objects being loaded as cutscene objects when opening a map in the level editor
- fixed the object sprite selection frame appearing after switching to objects mode, then any other mode, then entering test mode, and going back to edit mode
- fixed the "Finish level" cutscene action being capable of finishing the level while in map editor mode, which would cause further problems
- fixed the cutscene action adjustment panel having a width value of 0 on some actions
- fixed various issues related to entering test mode from various map editing modes during various edit actions
- fixed patrol route data edit frame not disappearing when switching to a different map edit mode
- fixed being unable to select placed omni_light_caster class objects that have a light radius of 0
- fixed being unable to interact with objects after interacting with weapons_locker class objects and returning to map edit mode while the menu was still open
- fixed removing ceiling_lamp class objects not removing them from the light_switch class objects that control them
- fixed cutscene action frame disappearing and failing to reappear when entering some kind of menu in the cutscene edit mode
- fixed a crash that occured when entering an incorrect NPC state in the "Set NPC state" cutscene action
- fixed a crash that occured when dying, pressing "R" to reset, and F2 (to return to edit mode) while the reset action is in progress
- fixed several causes for crashes related to textboxes
- fixed a crash that occured when executing a scene or cutscene with "set conversation" with an empty conversation ID
- fixed various edit panels not disappearing when entering test mode or switching edit modes
Version 1.3.33:
- fixed damage comparison incorrectly comparing shotgun damage to other weapons
- (MAP EDITOR) fixed some of the textboxes having a minimum value of 0, making it impossible to enter non-1 values
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CSPSpy: Version 1.3.33:
- fixed damage comparison incorrectly comparing shotgun damage to other weapons
- (MAP EDITOR) fixed some of the textboxes having a minimum value of 0, making it impossible to enter non-1 values
Thanks for keeping the patch notes up to date!
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CSPSpy: Version 1.3.33:
- fixed damage comparison incorrectly comparing shotgun damage to other weapons
- (MAP EDITOR) fixed some of the textboxes having a minimum value of 0, making it impossible to enter non-1 values
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smuggly: Thanks for keeping the patch notes up to date!
you're welcome!

Version 1.3.34:
- fixed Desert Eagle using the slide release sound of the glock-19, instead of it's own
- fixed actors sometimes not casting shadows
- (MAP EDITOR) fixed "Dev wall 2" being climbable
- (MAP EDITOR) fixed being unable to change values in the "mark NPCs" text field on neutralize_enemies and kill_enemies objectives
- (MAP EDITOR) fixed a crash related to vent shafts
Version 1.3.35:
- fixed a pathfinding spike when resetting to last save, along with goons trying to go back to patrolling when they shouldn't, resulting in erratic behavior in some cases, upon resetting to last savefile
- fixed enemies sometimes acting erratically in combat between game save resets
- (MAP EDITOR) fixed neutralize_enemies objective not updating the NPC count value when entering it
Version 1.3.36:
- fixed increased GPU load after saving the game
Version 1.3.37:
- added korean localization
- fixed a crash when trying to delete a symbol in a pure number savefile name

Version 1.3.37.1:
- updated Korean localization with missing character name keys
Version 1.3.37.2:
- some internal fixes for potential bugs
- (MAP EDITOR) fixed a crash that occured when adding a walk_action to a cutscene and making an actor run (not walk) with a weapon

Version 1.3.37.3:
- fixed a very, very rare crash that would occur when an enemy with no weapons would be told by another NPC to help them watch the player in a vent shaft
- fixed security cameras having an incorrect color on their cone of view
- (MAP EDITOR) returning to edit mode will now cancel all active pathfind actions, which should take care of a potential rare crash
- (MAP EDITOR) triggering a level finish cutscene action will now return to edit mode, instead of pseudo-finishing the level, and screwing a lot of things up
- (MAP EDITOR) fixed being able to set NPC states on player objects and vice versa
- (MAP EDITOR) fixed a crash that occured when saving a map with a cutscene walk action (or subtype) without a correctly linked actor
Version 1.3.37.4
- added twin-stick control scheme checkbox:
* with this enabled the view will become very snappy
- updated LuaJIT to the latest github repository version
Post edited June 09, 2022 by CSPSpy
Version 1.3.37.5:
- fixed the game reassigning unbound keys on game launch in some cases
- fixed binding a joystick action not properly unbinding the last one, which could cause issues
- fixed a crash that occured when rebinding some of the actions which used the trigger buttons by default

Version 1.3.37.6:
- added a controller input on/off checkbox
Version 1.3.37.7:
- added NPC logic update and light caster validation interleaving, which should help reduce hitching and increase average FPS on CPU-bound machines
- optimized the lighting filtering algorithm - uses less graphics card power and produces a better looking result
- russian localization tweaks
Version 1.3.37.8:
- fixed enemies firing their weapons immediately upon becoming panicked
- fixed goons being capable of panicking and blindfiring while sitting down/getting up/sitting which would cause enemies to die under the sofa in some cases
Version 1.4.0:
Additions
- new gadget - Medkit:
* it can heal a total of 40 health points
* does not contribute to bandage use limit

- new gadget - PKC-EMP:
* disrupts eletrical devices in a radius around the player
* recharges quickly only when moving

- new graphical setting - High-contrast rendering:
* enabling this will switch to a different light-blending algorithm, one that will make details pop more
* it should have no performance difference compared to when disabled

Visual improvements
- added visual recoil from firing weapons
- added blast effects for grenades and when using the HSR-EMP
- improved night-vision goggles effect
- improved fake shadows to be able to cast shadows on top of each other, while using fewer CPU and GPU resources
- shader and lighting system optimizations; in GPU-bottlenecked scenarios testing showed an average improvement of 23%, owing largely to the lighting system optimizations, with the lowest and highest improvements ranging from 14% to 38.8% better performance - the boost in performance you'll see will largely depend on your graphics card!
- improved menu blur - looks better and uses fewer GPU resources
- added a background panel to the loadout menu, so that it doesn't look like it's "floating"

Gameplay tweaks
- improved light level calculation by evaluating the grayscale value of the light, rather than the sum average - dark areas are now darker, while bright areas remain just as bright, if not brighter
- increased armor protection in the event of the projectile failing to penetrate the armor vest - the further the bullet is from penetrating the vest, the greater the damage dampening

Fixes
- fixed incorrect shot spread increase calculation
- fixed being able to go prone while cooking or throwing grenades
- fixed a crash that occured during cutscenes with the "Exploding Enemies" mutator enabled
- fixed some minor UI issues in the loadout menu
Post edited December 04, 2022 by Berzerk2k2
Version 1.4.0.1:
- dead/unconscious enemy bodies will now be ignored if at least one enemy NPC is in combat, to reduce unintended enemy body pickups mid-combat, when your intention was to grab a weapon instead - this can be disabled in the game options in the "Controls" options tab
- fixed Saiga-12K having the AK-103's minimum damage value, which meant that once the projectiles went past their effective range, the damage would increase instead of decrease
- fixed some of the assets being mis-named as uppercase in the objects texture atlas, resulting in them being replaced with a "missing texture" sprite