System Shock - First Patch

HiddenX

The Elder Spy
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Henriquejr spotted the first patch for the System Shock remake:

CITADEL STATION SYSTEMS UPDATED - PATCH 1.0

ATTENTION ALL HACKERS!

Citadel Station Systems got UPDATED with many fixes aimed at enhancing your experience within its digital domain.

We hope these improvements will make a smoother and more seamless journey throughout the Station, but don't forget - SHODAN is always watching!


  • Fixed a crash that could occur when entering Flight Deck with older DX11 versions.
  • Fixed a crash that could occur when exiting Maintenance Cyberspace.
  • Fixed a crash that could occur when playing Grove Chess.
  • Fixed Ragdolls to not fall into place when loading into levels or saves [Players will have to save at least once to see it take effect after downloading this patch]
  • Improved grenade rolling behavior when thrown.
  • Improved ragdoll behavior on Human Corpse attached to Cortex Reaver.
  • Fix for weapons with installed Modkits not always showing their attachments properly.
  • Fix Magnum laser sight FX not working properly when loading a save with it enabled.
  • Fix elevator music not stopping when the player dies in an elevator and respawns on another level.
  • Fix for Audio Log Portrait disappearing in certain cases.
  • Fix for game pausing unexpectedly after loading a game.
  • Fix equipment soft-lock that could occur when dying while arming an explosive.
  • Fix equipment soft-lock when saving and loading while focusing on a puzzle.
  • Credit Machines will dispense Tri-Credits when a Finance Chip is used on them.
  • Broadcast Monitors can now be shattered when attacked.
  • Minipistol Burst-Fire Modkit shoots three rounds instead of two, and can be toggled on/off.
  • Bio-Tanks that are destroyed will stop generating hazards after a short duration.
  • Items can be bound to the hotbar by pressing a hotbar hotkey while mousing over the item.
  • Balance tweaks to Maintenance Cyberspace Level
  • Removed duplicate Audio Log from Flight Deck
  • Fixed Softlock in Research Level by making Elevator Lobby doors and Circuit Breaker Room door always open if that Quadrant has power disabled.
  • Fixed Softlock in Reactor when pulling the Reactor Self-Destruct Lever and reloading a save
  • Improved Realspace Enemy AI
  • Improved Cyberspace Enemy AI
  • Improved Magnum Weapon laser dot FX
  • Improved Mag-Pulse Weapon impact vortex FX
  • Add Headbob Option to Accessibility Settings
  • Added Autosave after using Surgery Machine on every Difficulty
  • Fix for Surgery Machine getting stuck in a permanent busy state
  • Fix for Energy Shield screen FX not restoring after loading a save
  • Fix for pressing Back in the Media Reader to not close entire MFD
  • Corrected the Escape Pod Status in MFD Status Screen when triggering Self Destruct sequence
Thanks to all Hackers providing constant feedback through forum threads or direct reports. Your unwavering support and engagement have been invaluable in shaping the ongoing development of Citadel Station Systems.
More information.
 
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Patch 1.0? Had they released the game in a beta version by mistake? ;)
Odd that they would number the patch that way. It made me curious enough to start it up just to see if there was a version number in-game. There is. It's 1.1.17082 which is also pretty odd.
 
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L-L-Look at you, ha-ckers!! Shodan has her own ways, insects!!
 
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I've struck quite a few of those bugs, so good stuff - though a little surprised that it was released with some of them after all this time in development. The rag-doll effect when first entering an area shocked me into thinking creatures had re-spawned several times until I got used to it, and it happened every time. It's not like it was a bug that wasn't glaringly obvious.

Alas, the thing that annoys me most wasn't fixed - cloud saves. I go between machines and environments on a daily basis and make great use of cloud saves.

Still, it's a good game. Enjoying it a lot.
 
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Kickstarter update with details on the upcoming patch (v1.2). Lots of fixes and tweaks.

**WARNING STORY SPOILERS AHEAD**

Major

============

  • Cloud Sync support has been added.
  • Improved quest logic behavior across several areas of the game.
  • Players can now no longer save over the AutoSave, and the AutoSave will now only appear in the Load Game menu.
  • Game Over screen can now be skipped.
  • Mission waypoints have been implemented for (Easy mission difficulty).
  • Recycle Station ‘inventory’ size has increased to 4x3 from 3x3 to allow recycling of bigger junk items.
  • The max payout from a Recycle Station is now 120 Credits.
  • EMP stun duration has been reduced by 25%.
  • SHODAN will lock the Research control room door if the player fires the Mining Laser at Earth.
  • Detox patch now has a 25% protection bonus against environment hazards while active.
  • Fix a soft lock that could occur when dying while interacting with a Surgery Machine.
  • Items dropped inside of elevators should no longer disappear.
  • Pathfinding performance improvements in Flight Deck and Groves.
  • Fix a case where the player was able to clip through the world by loading games while crouched.
  • Fix a case where plasma projectile FX would spawn every frame and wouldn’t clean up properly, causing major frame drops.

Minor

============

  • SHODAN now has a surprise for the player when Diego is killed on the Security level.
  • Total Enemy Reinforcements have been increased across all levels.
  • Reduced the number of enemies that can bunch up in the same Reinforcement Volume.
  • Enemies will remember the player for longer on all difficulties.
  • Enemy line of checks include the projectile collision radius whenever possible so that their attacks fail less often.
  • Fixed an enemy ambush that wasn’t activating properly in the Medical CPU room if the player comes back later in the game.
  • Kickstarter corpse tokens added to enemies.
  • Enemy awareness in the Flight Deck trap room after saving and loading has been fixed.
  • Diego boss AI adjustments, largely in the first encounter.
  • Cortex Reavers can now perform a strafe jump to more quickly engage the player.
  • Mutated Cyborg and Tiger-Gorilla dismemberment has been fixed.
  • Cyborg Mantis walks faster, will sprint more frequently, and HP increased slightly.
  • Flier-Bots now have an Autocannon in addition to Gas Grenade attacks.
  • Striker-Bots now have a Laser Cannon in addition to Homing Missile attacks.
  • Flier-Bot and Striker-Bot textures have been improved.
  • Fix for Hoppers and Mobile Lasers not being able to hit the player while leaning behind a wall.
  • Security-1 Bot now has a rapid fire attack pose.
  • Cyborg Warrior now has a moving attack similar to the Security-2 Bot.
  • Cyborg Elite Guard head-mounted laser attack damage increased from 60 to 80.
  • Alpha Strain long range attack now has a unique animation.
  • Skorpion default inventory size has been reduced from 4x2 to 3x2.
  • Assault Rifle damage increased slightly from 24 to 25 per round.
  • Plasma Rifle now has an animation to unload the active Plasma Core.
  • Abe Ghiran’s Head inventory size has been increased from 1x1 to 2x2.
  • Missing character portraits have been added.
  • Cyberspace I.C.E Shield FX has been improved.
  • Wire Puzzle has new FX to more clearly indicate the required power level to solve it.
  • Fix for Circuit Puzzle dead-end nodes filling from the wrong side in some cases.
  • Fixed holes in the walls in Research tiles,
  • Berserk patches now cost 5 Tri-Credits from a dispenser instead of 4.
  • Shotgun ammo cost in Ammo Depots has been reduced from 15 to 14 credits.
  • Loot table adjustments to reduce quantity of ammo received from Exec-Bots, Flier-Bots, Striker-Bots and Cyborg Enforcers.
  • Ammo adjustments in Reactor, Alpha Grove, Delta Grove, Engineering, Security, and Bridge.
  • Reduced the number of First Aid Kit pickups in Flight Deck, Security and Bridge.
  • Assigned the correct idle animation to the Cyborg Drones (No more hovering guns while they are charging).
  • Jump Jet improvements while in Low Gravity Volumes.
  • Loading a save while falling will properly restore the player’s velocity.
  • Barrel dispensers will no longer drop their dispensed barrels when the player leaves and comes back to a level,
  • Energy Drain Mines will no longer prepend multiple “Destroyed” strings to their name after being repeatedly destroyed.
  • Fix for player losing Low-Grav/Repulsor mods when switching to certain weapons.
  • Improvements to how the enemy AI handles changing Repulsor Lift direction.
  • Reactor’s Repulsor Lifts have been adjusted slightly to fix potential soft locks.
  • Fix for the player being able to exit the Diego V1 arena by blocking main doorway.
  • Doors will more elegantly restore their collision state when loading a save.
  • Shotgun shell texture has been fixed.
  • Crack-O’s are now no longer considered Junk.
  • Fix for certain wall monitors not breaking when attacked.
  • Fixed small animation issue with the Isolinear Chipset on the Bridge.
  • Fixed sparking cable issues on Maintenance.
  • Fix for several achievements not completing properly.
  • Small text adjustments and spellings.
  • Music playback adjustments.
  • Fixed a potential audio component memory leak when concurrency limits were reached.
  • Added a Controller Vibration accessibility option,
  • Improved gamepad support on MFD,
  • Improved automap performance.
  • Fixed several visual artifacts on the automap.
  • Automap will always update the map info bar with the data for the currently selected level.
  • Implant tooltips will no longer display off the edge of the screen on certain display configs.
  • Fix for the ‘Back’ button on gamepad causing the player to crouch when exiting menus.
  • Credits updated.
  • Other minor improvements, adjustments and balance tweaks.
 
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