Levels:
Fixed being able to see a big hole in the plane's cargo hold.
Fixed Miguel not spawning.
Fixed NPCs walking through windows in chapter 5.
Fixed robots disappearing in chapter 9.
Fixed robots in chapter 5 not patrolling properly.
Fixed the cell doors in UNATCO having the wrong texture scale.
Made some NPCs in chapter 1 patrol instead of wandering.
Made the level transitions in chapter 5 and 6 match.
Miguel now goes to the exit door when told to get a break for it.
Removed the fake cardboard box vent from chapter 5.
Reverted a keypad's code to 9999.
Reverted the strength of the fan in the Vandenberg control room.
Unlocked the big vent at the PRCS Wallcloud.
Unlocked a door in the final level.
Gameplay:
Misc:
02/27/19 Patch:
Gameplay:
Misc:
Fixed movement speed on ladders being increased when holding the 'walk'
key.
Fixed NPCs not lip syncing in the intro.
Fixed UI drawing errors regarding secondary weapons.
01/29/19 Patch:
Levels:
Misc:
12/28/18 Patch:
Levels:
Disabled HDTP for trees on Liberty Island to reduce poly count and
increase framerate.
Fixed upside-down turret in chapter 2.
Robots in friendly hubs have unlimited charges available.
Gameplay:
Misc:
'Skip Intro' option now only skips the intro when starting a game, not
when pressing the "Show Intro" button on the main menu.
Allowed all melee weapons to be secondary weapons without perks
enabled.
Damage mod bar appears with damage mods installed.
Fixed crosshair reappearing on gameload.
Fixed errors when robots took damage from items.
Fixed FOV not resetting after using GEP scope.
Fixed Invisible War toolbelt not keeping items highlighted.
Fixed women sometimes sounding like men upon save+load.
Made the vanilla death option more vanilla, no more blood coating the
screen.
Turning invisible now kills your shadow.
Audio:
12/12/18 Release:
Intro Cutscene:
JC Denton in the intro, in the test tube, now has proper skin colors.
Training:
UNATCO HQ (All):
Added door frames to doors that had them missing, in some cases some
maps had only half a door frame.
Added missing lights in a few chapters.
Added some cables that were missing in chapter 3/4.
All shelves in the medical closet have been remade.
Changed the false floor in Alex's office to blend in again instead of
sticking out.
Deleted objects in the void.
Made a new Carter front area locker area.
Moved Alex's water cooler so it's not right in front of the door.
Fixed bad pivot point on Scott's door.
Fixed Carter opening the armoury door in chapter 3/4.
Fixed crates clipping inside wall in medical closet.
Fixed many misaligned textures, example being the break room walls, and
a few concrete door frames.
Fixed the hovering Exit sign that has been there since this map was
probably first conceived.
Fixed the shelves in the medical storage closet.
Remade the cabinet near Carter, all are accessible during each visit.
Removed urinal texture in sinks.
Reverted Alex's closet code back to 2001.
Added some railing that was actually half finished, even in vanilla
near the Memorial staircase.
Changed the subway entrance ceiling texture.
Fixed some lights floating.
Fixed textures and brushes for subway.
Fixed the boat dock buildings, had bad rooves.
Fixed various bsp errors surrounding the dock area.
Modified some texture trims on the stairs, less tiling and ugly now.
Placed player blockers in appropriate places, and sealed other areas
that weren't covered correctly.
Texture fixes.
Removed the boxes using a giant credits mesh and a metal texture that
looked like lumps of metal on the shanty buildings.
Removed that tile that was lifted up without any damage to the
surrounding tiles.
Updated the war memorials to be less off grid and more accurate.
Upgraded the roof of the subway.
Detailed Castle Clinton building.
Added some realistic falloff for the mud in the Castle Clinton
boathouse.
Changed the woman having man barks to female.
Fixed a few textures in the Castle Clinton tunnels.
Fixed a terrorist with no lines.
Fixed a typo that'd cause the shanty town to be immediately recognised
as safe.
Fixed alarm unit having no alliances attached to them
Fixed Anna not running to the player at the start.
Fixed Castle Clinton glass allowing you to see into the void.
Fixed the boat not having any lines when it's meant to.
Fixed the extremely ugly Castle Clinton tunnels bridge over the
waterway.
The female hostage is now called "Former Hostage" like the male.
Removed lasers next to the ambrosia. The barrels of ambrosia in Castle
Clinton are now blocked by 2 medium crates.
Removed the hidepoint next to the ambrosia.
Unlocked the vent entrance to the subway.
Added area just below the Smuggler lift, so it doesn't look like the
lift is going nowhere.
Completed the look of the basketball floor.
Completely remade the abandoned apartment. Made the safe painting work
correctly with the safe. You can no longer open the safe and move the painting at
the same time, creating clipping.
Fixed helicopters teleporting in near Osgood's.
Fixed intercom being spelt "intercomm".
Fixed part of a window being misaligned and letting you see into the
Free Clinic tunnel.
Fixed really bad basketball court textures.
Fixed the small rooftop building across from the Ton Hotel.
Modified the Smuggler vent entry area to keep players with mantling
enabled off of the backdrop areas.
Redid the side entrance to Smuggler. Buildings are accurately portrayed
on both sides.
Remade the garage storage area.
Remade the shop near the Underworld Tavern.
Remade the water towers that you can jump to from the building next
door to the Ton. The water towers were designed to be far away decoration that
would not be seen up close.
Removed the blocks of barbed wire that let you see through the level.
Removed the control panel that does nothing, along with the fence and
door blocking it.
Removed the tunnel to the Free Clinic.
Removed the weird shop with a shooting target texture for a sign.
Replaced bones with dart box model and concrete texture pretending to
be bricks with a proper class.
Added corners to the pipes so you don't see that they just end.
Added landing for the bridge rotation.
Fixed bsp errors in the new room that can be used to rotate the bridge.
Also fixed some details in there.
Fixed details in the MJ12 area. Doors are fixed, tables are aligned
properly, made faucets reflect how they were in vanilla.
Fixed that additional pathway you can find beneath the water.
Fixed the bathroom mirror.
Fixed the safe in the barracks area.
Fixed the vent textures.
Fixed window of that new room above the lab. Also fixed the doorway.
Remade bridge that had bsp error on it.
Removed all greasels and karkians.
Removed badly implemented water run off textures.
Removed the bridge that essentially allows you to bypass half the
level.
Removed the bum.
Fixed the outside of the hotel obviously not matching the real outside
level.
Gave Paul's wardrobe the same strength in each chapter.
Removed the elevator trap.
Texture fixes.
Fixed a pipe stopping midair.
Fixed textures on the back of the stand computers not having lighting
applied to them.
Fixed floating box.
Massively nerfed volume on generator shutdown noise.
Chapter 3:
All terrorists will turn friendly after reaching the end of the
chapter.
Added a few tells regarding where the NSF datacube stash is.
Added appropriate barks to one of the Rook Gang Members and reverted
his face.
Changed an ugly wall texture.
Removed collision from a useless valve.
Tunnels near the Brooklyn Bridge Station:
LaGuardia Airfield:
LaGuardia Hangar:
Fixed being able to see where the level ends in the plane.
Fixed the staircase in the corner having a brush missing and looking
low detail.
LaGuardia 747:
Fixed the back and front exit sign being incorrectly positioned.
Removed the crate seat.
VersaLife Offices:
Added some decor brushes around doors, tabletops, and modified the
Troop Checkpoint across from the conference room.
Can no longer sequence break to level 2 early.
Changed the giant mirror behind the hand.
Conference room WiB only appears on realistic/hardcore.
Fixed augmentation canister clipping into the ground.
Fixed being able to jump over the alarm trigger.
Fixed the floor in the main hallway, small portions of it did not have
reflective surfaces.
Fixed the locker instantly closing (just setting the keyframe to 1
doesn't work).
Fixed WiB with no voice.
Greasels once again befriend you for releasing them.
Made the new hole in the barracks smaller so it doesn't look as
awkward.
Modified the Troop Barracks near the lab to reflect changes made in HK
Helibase since they are prefabs.
Redid the Bob Page and Maggie Chow hallway. It was too thin, and had
some bad scaling.
Removed a "pillow" in the void.
Removed decor on the bottom floor of the elevator leading to the
overlook.
Removed the lasers to labs.
Removed three fake bay doors and replaced them with consoles/crates.
Reverted MJ12 troop health to defaults.
Reverted plasma users back to GEPs.
Tonnochi Road:
Added a broken ladder near the bottom of the ladder to Maggie's roof as
well as a small platform. This gives the illusion that the ladder broke at some
point, and the larger section was removed from the street.
Added buttons to open the storage areas from the inside.
Fixed a lockpick clipping into a wall.
Fixed being able to see the bottom of the level through the DTS podium.
Fixed Jock's painting bulging out of the back of the building.
Fixed modulated cables.
Fixed the skillpoint bonus for going into Jock's apartment being
underground.
Removed the lasers blocking the 718 keypad in Maggie's.
Removed the turret from the DTS room.
Unlocked Jock's bathroom.
Changed all riot cop names to "Riot Cop" since some were different.
Changed the riot cop that literally laughed when he took damage.
Fixed 10 UNATCO troops having no voice lines.
Moved MJ12 troops to their non-GOTY positions.
UNATCO only spawn upon dealing with riot cops, like original.
NYC Dockyard:
Added a button to call the lift from the top of the crane and moved the
keypad to allow you to call it from the bottom.
Added missing key for sewer valve.
Deployed roller only deploys on hardcore.
Fixed a cabinet being destroyed at the start of the level due to a
soldier walking into it.
Fixed a crate being empty 70% of the time.
Fixed a soldier with no ammo.
Fixed a wall not being a fake backdrop.
Fixed bad coronas.
Fixed Jock teleporting during his take-off at the start of the level.
Fixed one of the gates to the weapon warehouse having a typo and thus
no key.
Fixed the barrel exploding at the start of the level due to a BSP.
Fixed the supply room key not having any keyID set.
Readded 2 removed LAW's. LAW count is now 3 on normal/easy, 2 on hard,
and 1 on realistic, total.
Removed the custom music.
Added a cache that was present in vanilla, that made breaking into an
area worth it. In GMDX, the loot was reduced, but entry cost of a multitool or two
is in place.
Fixed bad logos on the computers.
Fixed bad textures on the back of all the monitors.
Fixed fire extinguisher falling to the ground.
Fixed low shower heads.
Fixed pier support being in the wrong location.
Gave all Chinese soldiers voices like in the original.
Remade a bad door that let you see the invisible back of a keypad.
Removed the chair for the hardcore sniper.
Removed the killer chef.
Removed the large crate blocking the vent.
PRCS Wallcloud (Lower Decks):
NYC Cemetery:
Added detail brushes to the subway entrance. A few empty shops and the
ATM area.
Fixed man with no voice lines.
Moved the troop with the flamethrower protecting the catacombs entrance
and made him only appear on hardcore difficulty.
Reduced the amount of radiation damage in the greasel tunnel.
Reduced the size of the radiation zone when you first enter the trap in
Paris, the zone portal was moved to include more of the doorway for some reason.
Removed the businessman with no barks. Placed the datacube back to
where it was in vanilla, and put an MJ12 sniper on a patrol route. There is now a
ladder that you can use to reach him, or if you infiltrate the office you can just
unlock the door from within. Lockpick strengths, door strengths all adjusted to
reflect this change so that it is all fair. The sniper is also on such a patrol
route that he can catch a clumsy player, but there is a forgiving gap in his path.
Paris Catacombs:
Added a path behind some of the breakable walls so its less punishing
to break the wrong one near the path towards the bot storage. Also, removed a few
of the walls leading to nothing.
Added some decor brushes in all bunkers.
Adjusted brush placement so there are less surfaces.
Changed the laser control panel situation a bit. The lasers at the end
of the above mentioned path have a new control panel, with 15% strength. The way to
solve the puzzle now are: TNT crate after expending lockpicks, multitool, personal
explosives, or EMP grenade, or crate stacking.
Fixed flare spawning inside a wall.
Made the laser trap only appear on realistic.
Readded 20mm ammo as reward to electrical puzzle.
Removed the MJ12 Commando room.
Removed the MJ12 guy from the top walkway.
Paris Streets:
La Porte de l’Enfer:
DuClare Château:
Cathédrale de Payens:
"Closed in" the skybox, it should be less of a look into the dark void
now.
Added a metal frame behind the mirror.
Added frames along the walkway towards Everett's command centre. There
was a bit of an issue with texture transitions there.
Changed the vent in the ceiling to have a frame, and modified the
texture type.
Completely redid the Everett Panic Room.
Fixed a medkit spawning in the void.
Fixed bad zone portal.
Fixed the door, and moved the key in Everett's bathroom.
Fixed the wooden support beams in the kitchen area. They were off grid
by one unit, and had improperly applied semisolids.
Gave level ZoneInfos.
Modified some textures in the main lobby with Toby, they had an off
base V-Pan.
Moved the bathroom before the hidden area to be level with the
remainder of the bedroom.
Readded the key for the aquarium, removed the crates underwater.
Remade movers for the vents in the CC, added some decor brushes around
them.
Unlocked Everett's fridge.
Updated the heliport to actually have a helipad.
Vandenberg Computer:
Vandenberg Tunnels:
Gas Station:
Added decorative brushes to the new storage area, added lighting, moved
over loot crates, a bot, and a LAM trap.
Added updated security cameras and turrets, all accessible by a
security computer.
Changed the large ambush at the start of the level to only appear on
hardcore difficulty.
Fixed a locker instantly closing.
Fixed bad pivot on door to the recreation area.
Fixed backwards textures.
Fixed badly floating sign.
Fixed invisible brush.
Fixed the electricity emitters and damage sparks for the spiderbots
being blown away by the fan and being deleted.
Increased to 18 zones.
Put one of the MJ12 troops inside the office area on a patrol path.
Removed a lot of unused geo outside of the level.
Removed the horizontal cargo path, re-added the vanilla vertical tube
that implies cargo is shipped deep into the facility, much like the deep elevator
you take at the end of the level.
Removed the spiderbot trap for trying to turn off the giant fan as it
was purely a beginner's trap.
Removed the troops outside the elevator.
Gameplay:
AI:
Augmentations:
Difficulty:
Changed difficulty from 0.5, 1.5, 2.0, 3.0 back to the original
1.0, 1.5, 2.0, 4.0 damage multipliers. Added 'Very Easy' mode for 0.5 multiplier.
Changed focus rates so they're 35% higher at base, and for every
level of skill above untrained the player has, they gain another 35% focus rate.
Fixed damage sometimes getting reduced down to 0.
Locks with 15% strength no longer RNG themselves to 20% ~30% of
the time. This is now only done in hardcore mode.
Lowered focus rate bonus given on easy, largely because of
baseline boost.
NPCs no longer have perfect accuracy with mini-crossbows on
hardcore.
Re-enabled console during hardcore.
Removed the difficulty warning for realistic.
Removed code that would passively reduce all damage, and then
later reduce damage again. Resulted in bullet/melee damage being reduced by 75-80%
on easy.
Items:
Mechanics:
Perks:
Objects:
Misc:
AI:
Audio:
Augmentations:
Items:
Objects:
Performance:
'Skip Intro' option now only skips the intro when starting a
game, not when pressing the "Show Intro" button on the main menu.
Added support for Mouse4/5.
AllEnergy cheat gives max energy, rather than default energy.
Changed all hardcoded English strings to localizable ones.
Fixed death camera having a chance of being positioned at
(0,0,0).
Fixed errors every tick from GEP guns.
Fixed errors every time a flamethrower was created without an
owner.
Fixed errors from lasers deleting the laser dot and then trying
to alter its properties.
Fixed errors if an animal tried to eat a corpse sometimes.
Fixed errors when left clicking on a hackable device or a door
with nothing in your inventory.
Fixed FleshFragmentWall consuming all RAM for the running game's
instance.
Greatly reduced log spam.
Halved the sized of the GameMedia package by cutting over 1,000
unused textures.
Improved performance of radioactive barrels.
Improved the efficiency in the code for determining if an NPC can
throw a grenade.
Made the vanilla death option more vanilla, no more blood coating
the screen.
Moved PlayerStarts to the start of the level rather than randomly
dotted around.
Ported Revision Framework, which:
enables changing FOV to between 80 and 110.
enables finer adjustment of mouse sensitivity.
enables up to 256 audio channels, from 16 previous.
fixed a bug where players would be unable to save games on
drives with more than 2TB of free space.
Ported variables from native classes to non-native classes for
stability.
Renamed bInvisibleWhore.
Reduced the amount of blood spawned from damaging carcasses to
reduce lag.
Removed a hell of a lot of spam to the player's in-game log when
adding an augmentation to the player.
Removed all == False and == True checks.
Removed some redudant AllActor checks that were not going to be
used.
Replaced all slow search functions that go through all the
thousands of objects in a level to ones that just search for NPCs when required.
Turned SmoothMaskedTextures off to fix some surfaces being
transparent in D3D9.
Turning invisible now kills your shadow.
v10 uses its own int file, making the .int overwrite not
required.
UI: