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Knights and mercs, we've got Update #8 to open the weekend here with a set of community F10 driven improvements, fixes and polish! Update #8 fixes the visuals on the mission deploy screen, fixes a bug that could occur if your Knight as the last to die on a mission, starts work on improving the matrix HUD, fixes some map clipping issues, and more.
If you are enjoying the pace of updates and improvements to the game, we hope you'll consider leaving a review!
We'd like to give a big community shout out to @jotwebe on Discord who has provided so many awesome shots during the Photo Mode Event, and so many of our updates have been using that awesome work including #8.
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Your team's eyebrows and hair have just not looked right in the mission deploy screen. This was due to some code making changes to the materials and shaders for those characters that was only appropriate for the mission map, not for that moment in the safehouse. We've resolved that bug and we've got regular looks again! Eyebrows have returned!
We have some additional fixes coming that will further improve the look, camera angle and post-processing here to have more of the New Game Team screen feeling (more hype) but this is a good first step. Eyebrows are important!
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We've fixed the special rule for Ricochet so that it now ignores the Accuracy reduction from cover. While you could do some amazing things bouncing bullets, you'd often still end up with the 25% or even 50% cover bonus. This is now resolved so that if you can find a Ricochet that lands, you negate all cover.
[img src="https://clan.cloudflare.steamstatic.com/images/36740530/abf2981af954e1ffc8c187178ad499f3b94c7ab6.png"][/img]We've got an important fix tonight for an issue cropping up on games with Knight permadeath. In these games, if the rest of your team had extracted and the Knight was the last one on the board and then your Knight dies ... this was being counted as a Victory (incorrectly!) and then you were tossed into the Safehouse with a Dead knight and no possible way to restart the level or try again.
We've added this important order-of-operations fix for Update #8 to ensure no one ends up dead like this. If you do happen to be so dead, please contact us and we can help.
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We've made some small but helpful changes to the Matirx HUD in the bottom left corner. We've clipped out the cyberdeck icon to use the space for clear on-screen labels for the 3 critical pools you are managing during a hack - Matrix AP, Deck IO and Active Memory. We've also improved the hover text for each of these.
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If you happened to be tooling around the Urban HQ map and ended up clipping into a wall of a building, well we've got a fix for you! That building has its movement mesh rebuilt, so you should stay outside ...
With Update #8 we've removed double-click-to-move as the default behavior. You can turn this back on in Options > Controls but for many players this isn't the preferred starting point. Also, having double-click on adds just a tiny delay to all movement clicks, so if you are not using double-click-to-move then definitely disable it.
- Fixed everyone looking odd in mission deploy (glitchy eyebrows, hair oddities and round glasses issues)
- Fixed issue with Gunslinger Ricochet Talent sometimes having Accuracy reduced 25-50% by cover
- Fixed bug with Knight dying as last character after other characters have extracted
- Improved Matrix hacking HUD with labels for deck stats and added / improved hovers
- Switched double-click to default to be disabled - nice option if you want it, not default
- Fixed bug with building in Urban HQ where you'd clip into the walls
- Fixed issue with Corruption text still stubbornly appearing hacking tree
- Fixed bug where unmatched Hopped Splicer Contact Trait was appearing in Contact Limit Breaks
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