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Update (24 Nov. 2020):

Grettings,

The teams at Microids and PlayMagic invite you to download a new patch for the game XIII, now live on PC, PlayStation 4 and Xbox One.

This patch fixes some of the issues you may have encountered since the beginning of your adventure.
The teams are working relentlessly to provide you with regular patches to improved playing experience.

You’ll find below a summary of this patch’s fixes:

- Weapon improvements (balancing, animations, tweaks, notably on ADS on machine guns, some audio)
- Better Gameplay experience : AI bugs where enemy would not react, in-game objective markers, UI glitches, new narrative sequences, more user-friendly pickups, achievements tweaks, various bugs related to checkpoints and potential blockers
- Art debugging and improvements (various collision and occlusion bugs, optimization, animation glitches, a lot of polish in levels – adding VFX, light, etc..)
- Notable fixes on users feedbacks : mouse sensitivity, weapons animations and sounds (partially)

Standalone installer updated (1.0.2.9f ⇒ 1.0.3.0e) on 2020-12-02

--------------------------------------------------------------------------------------------------------------

Update (07 Dec. 2020):

Greetings,

A new patch for XIII is now available (PC, PS4 and Xbox One), which includes additional fixes for the issues that players have been encountering.

Ever since the launch of the game, our teams have been listening to the community’s feedback and are working hard on the release of new updates and patches to fix the game’s issues and bugs. Rest assured that we will keep working on providing players with regular patches that will allow for an improved playing experience.

You’ll find below a summary of this patch’s 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)

--------------------------------------------------------------------------------------------------------------
Post edited December 11, 2020 by JohnnyCrank
Full Patchnotes

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 Johansson’s speed
- Increased the damage of Johansson’s 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 Johansson’s syringe attack only dealing damage to the player without the additional effects.
- Changed the AI checkpoint state so that they don’t 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 facial animations.
- Readjust camera in Spads base 04 to don’t 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.
Post edited December 11, 2020 by JohnnyCrank
VFX-
- Added VFX to show recharging pickups in multiplayer maps
- Added door kicking effect to cutscene 12
- Added animated blood pool to the Dr. Johansson’s 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 they’re 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.

Standalone installer updated (1.0.3.0e ⇒ 1.0.3.1a) on 2020-12-08
--------------------------------------------------------------------------------------------------------------
Post edited December 21, 2020 by JohnnyCrank
Update (18 Dec. 2020):

Greetings,

We’re to pleased to share with you a new update concerning XIII. Ever since the launch of the game, Microids and Playmagic have been listening to the community’s feedback and our teams have been continuously working to provide you with a better experience.

You’ll find below a summary of this patch’s 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)

--------------------------------------------------------------------------------------------------------------

Full Patchnotes

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 Helicopter’s missiles.
> Reduced the fire rate and the accuracy of the Helicopter’s machine gun.
> Reduced the accuracy and area of effect of the Helicopter’s 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 couldn’t 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 inútiles!, to “¡Hatajo de inútiles!”
> “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 Mongoose’s 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
- Don’t 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 it’s fixed
- Fixed Jones with facial animation in the flashback Winslow bank
- Lake 02, changed position in the screen of the static cameras to don’t 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 safe’s LODs in Asylum
- Fix stretch UVs in Mountains 01
- Fix on LODs in Sanctuary 01
- Fix on Maze’s stairs colliders in Sanctuary 01

Shaders

- optimized sobel-edge-detection performance on the static cameras
- fixed black-artifacts issues on static cameras


Standalone installer updated (1.0.3.1a ⇒ 1.0.3.3) on 2020-12-21

--------------------------------------------------------------------------------------------------------------
avatar
JohnnyCrank: Update (18 Dec. 2020):

Greetings,

We’re to pleased to share with you a new update concerning XIII. Ever since the launch of the game, Microids and Playmagic have been listening to the community’s feedback and our teams have been continuously working to provide you with a better experience.

You’ll find below a summary of this patch’s 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)

--------------------------------------------------------------------------------------------------------------

Full Patchnotes

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 Helicopter’s missiles.
> Reduced the fire rate and the accuracy of the Helicopter’s machine gun.
> Reduced the accuracy and area of effect of the Helicopter’s 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 couldn’t 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.
Sooooo....where can this patch be downloaded?????
avatar
JohnnyCrank: Update (18 Dec. 2020):

Greetings,

We’re to pleased to share with you a new update concerning XIII. Ever since the launch of the game, Microids and Playmagic have been listening to the community’s feedback and our teams have been continuously working to provide you with a better experience.

You’ll find below a summary of this patch’s 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)

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Full Patchnotes

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 Helicopter’s missiles.
> Reduced the fire rate and the accuracy of the Helicopter’s machine gun.
> Reduced the accuracy and area of effect of the Helicopter’s 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 couldn’t 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.
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fireflychef: Sooooo....where can this patch be downloaded?????
U can download it through the galaxy client, your Game Wallet here on gog.com or u take a look at the gog db:
https://www.gogdb.org/product/1169744036#downloads

Take in my mind to download u need to own the game on your acc
I'm glad to see that the studio is still trying to patch this game....
I really hope It won't be like .. say Cyberpunk 2077, with many patches to come during the year....
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rogerT: I'm glad to see that the studio is still trying to patch this game....
I really hope It won't be like .. say Cyberpunk 2077, with many patches to come during the year....
It's for the Switch release coming in March 2021.
why is version 1.0.5 almost 8 GB smaller in size than version 1.0.4.2
what is missing ?
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Bloodpatcher: why is version 1.0.5 almost 8 GB smaller in size than version 1.0.4.2
what is missing ?
I just installed old (1.042) and new (1.05) version and they have similar size (21 GB), so its probably just better compresion
Update (08 June 2021):

Greetings,

Today we are pleased to share with you some new improvements we were working on for XIII:

- Player can now hold every type of weapon he finds
- Improved weapon wheel and weapon management
- Added FOV setting
- Stability and framerate improvement
- Various bugfix


We are still committed to improve the game experience and we will have more news to share later this year.

Thank you for your support.


Standalone installer updated (1.0.4.2 ⇒ 1.0.5) on 2021-06-08
I'm glad they are still working on this one ....