Rise of the Triad - Patch 1.1 mit fünf Multiplayer-Karten
Für Rise of the Triad (ab 210,20€ bei kaufen) steht ein 2,2 GB großer Patch auf Version 1.1 zum Download bereit (Steam, GOG). Das kostenlose Update enthält fünf Multiplayer-Karten, ein Map-Playlist-Tool und allerlei Performance-Verbesserungen. Auch eine ganze Reihe Bugs und Fehler will Interceptor Entertainment behoben haben.
ROTT Patch 1.1 Changelog: *Note: this changelog does not take into account the thousands of meshes replaced, merged or removed to improve overall game performance
General Fixes: * Playable character speeds balanced and better jump control * Taradino: 2.5% Slower * Doug: 7.5% Slower * I .P: 5% Slower * Thi: No Change * Ben: No Change * Larry: 2.5% Slower * Leo: 2.5% Faster * John: 7.5% Slower * Lorelei: 2.5% Faster * Groz: 5% Slower * Bob: No Change * Arturo 2.5% Slower * Nolan 5% Slower * Fabio: 2.5 % Slower * Hoeg: 7.5% Slower
* Added Anti-Cheat/exploit leaderboard prevention * Changed multiplayer listing server to be more stable * "Disabled crosshair" no longer resets when hosting a new server * Default Mouse Sensitivity is now 25 * Default FOV is now 85 * Weapons no longer disappear when picking up other weapons when in God mode * "Yes / No" no longer re-selectable when exiting the game. Yes means yes. NO MEANS NO! * “The Feiner Things" achievement fixed * Firebomb viewmodel is now displayed correctly in 5:4 resolutions * Tweaked blood hit effect for performance gains * Tweaked God mode explosion effect for performance gains * Blood Spray from gibs effect capped to increase performance (entrails are enabled by PhysX support in launcher) * Overworld Map - E4L4 box no longer shows over checkpoint selector * Added Walk function (default Left Shift) * Decals are now active by default * Health bonuses are now based on percentages * Game brightness is now saved properly * Split missle is now saved upon reaching checkpoints * Fixed infinite ammo projectile weapons glitch * In-game FPS counter can now be turned on permanently in main menu * Popup combo information can be turned off in main menu * Fixed HUD fade issue * HUD fade and size is now restored upon checkpoint load * If crosshair is disabled it'll no long show up while aiming * Robots no longer block weapons once they are dead * Fixed God mode weapon switch exploit * Key rebind issue fixed * Lightshafts are disabled by default * Fixed suicide achievement exploit * Breakable objects that don't inflict damage will no longer cook health * Removed Drunk Missile spin down delay (You don’t have to wait for it to spin-down anymore) * Fixed corrupted checkpoints when starting game from overworld and then restarting from checkpoint * Reduced split missile put down time when empty * Weapon Loadout Exploit fixed * Removed pointless main menu idle state
General Multiplayer Fixes: * Added popup message after disconnection from multiplayer server * Projectile based weapons will now properly count kills after instigator dies * Added new map playlist manager with map rotation * LDKDedicatedServer will now filter out all alphanumeric characters from server name * Added new multiplayer map browser * Fixed non-moving Interpactors (GADS, etc) * Fixed players touching an interpactor, the camera would move to a random position * Fixed multiplayer music not playing properly * Fixed Mercury mode lasting FOREVER * Fixed issue with some players turning invisible (superpowers not allowed) * Added dedicated Team spawns for TDM/CTF modes * Taradino and Lorelei no longer have stretchy gibs in multiplayer * Spawn points in Team Deathmatch are no longer random * “Weapons free” voiceover is re-implemented * Flamewall is no longer eating all asbestos armor and health. Now deals 75 dmg over the duration of 5 secs. * “Combat starts in…” -sound no longer restarts every time a player joins a match * Getting killed while the game ends no longer allows you to move around while the scoreboard is displayed * Pistol is now selected by default after running out of ammo for other weapons * Firebomb in multiplayer now does 25% less damage (75 dmg. per. explosion) * Multiplayer main menu no longer breaks if you have console on while getting kicked out of a game
Level Design Fixes: * E1L1 - Fixed area where player could get stuck in ‘gad graveyard’ * E1L1 - Fixed falling debris interfering with AI pathing * E1L1 - Fixed area where player could get stuck behind metal crates * E1L1 - Fixed area where player could get stuck on pipes * E1L1 - Fixed enemies respawn upon loading checkpoint * E1L1 - Fixed Player getting stuck on pillar. * E1L1 - Fixed Rocketjumping to out of bounds areas * E1L1 - Fixed Getting stuck under falling debris after loading Gadzooks * E1L1 - Fixed Door before exit not colliding with missiles
* E1L2 - Fixed area where player could get stuck on wooden crates * E1L2 - Secret 1 - Fixed area where you can get stuck behind these metal crates * E1L2 - Fixed areas where player could get stuck on Sandbags * E1L2 - Fixed Checkpoint exploit * E1L2 - Fixed monk meals respawning * E1L2 - Fixed all out of bounds rocket jump areas * E1L2 - Fixed area you could get crouch stuck * E1L2 - Fixed flag clipping into geometry * E1L2 - Fixed checkpoint exploit (2) * E1L2 - Script bug in first switch building
* E1L3 - Fixed Fixed secret button shadowing * E1L3 - Fixed not getting hurt by flame traps when crouched at the Flamewall secret * E1L3 - Added shootable glass that the player can move through * E1L3 - Fixed areas you could get trapped in * E1L3 - Fixed shootable secret trigger * E1L3 - Fixed weird door lights * E1L3 - Fixed Checkpoint Out of Bounds issue
* E1L4 - Optimised some areas in the panopticon * E1L4 - Fixed areas where player could get stuck behind moving spike walls * E1L4 - Fixed area where player could get stuck on pipes * E1L4 - Fixed traps not moving on checkpoint load * E1L4 - Fixed cell door blocking * E1L4 - Fixed prisoner voice volume * E1L4 - Fixed shadowing issues * E1L4 - Fixed mis-algined geometry and holes to skybox
* E1L5 - Fixed rocket jump exploit
* E2L1 - Blocked off area player isn’t supposed to reach * E2L1 - Moved floating trees * E2L1 - Fixed Secret trigger size in god mode area * E2L1 - Fixed Being able to walk outside the map * E2L1 - Fixed area you could get trapped behind crates * E2L1 - Fixed area you could get trapped behind triad logo * E2L1 - Fixed lightbeam collision
* E2L2 - Bouncy castle flags and flag holders no longer have collision * E2L2 - Fixed switch not activating on loading Last checkpoint from overworld * E2L2 - Fixed area player could move into while level loads * E2L2 - Crusher ceiling fixed, now has proper damage * E2L2 - Fixed fire puzzle exit door, so player can’t get stuck * E2L2 - Fixed collision one of the rotating pillars * E2L2 - Fixed box poking thru wall * E2L2 - Fixed bouncy castle secret door * E2L2 - Fixed being able to fly or rocket jump outside the map * E2L2 - Fixed out of place brick * E2L2 - Fixed getting stuck on table in secret area * E2L2 - Fixed Wall streaming in background * E2L2 - Fixed Classic music not playing on level end * E2L2 - Fixed navmesh on balconies * E2L2 - Changed bouncy castle GAD movement * E2L2 - Top of lava wall in secret area now deals damage * E2L2 - Box debris in Blade Runner Part Deux secret now has a texture
* E2L3 - Classic music is now playing properly * E2L3 - Fixed checkpoint exploit x2 * E2L3 - Fixed Wall collision * E2L3 - Fixed areas you could get stuck in
* E2L4 - General streaming and cull size optimisations (Performance) * E2L4 - Prisoners now always get killed by meat grinder * E2L4 - Fixed area you could get stuck in * E2L4 - Fixed switches working through walls * E2L4 - Fixed prisoner cage sounds and switch times * E2L4 - Fixed boulder rubble * E2L4 - Final secret can no longer be triggered by flamewall
* E2L5 - Fixed Getting stuck in the walls during phase 2-3 transition * E2L5 - Fixed chance of two krists spawning. * E2L5 - Pitch black textures in lower Krist arena * E2L5 - Fixed issue where standing near Krist woul'nt hurt you
* E3L1 - Backtrack fix * E3L1 - Made door switch idiot proof * E3L1 - Fixed Mr Roboto’s wall from exploding too early * E3L1 - Fixed Mr Roboto’s movement * E3L1 - Fixed Respawning enemy * E3L1 - Lowered reverb * E3L1 - Fixed area you could get trapped * E3L1 - Third checkpoint: “Excalibat secret” button can no longer be triggered from outside. * E3L1- Enemies no longer missing upon loading “wonderwall “ checkpoint from overworld * E3L1- Triad's no longer getting stuck in door
* E3L2 - Streaming, and other misc Optimisation (Performance) * E3L2 - Added walkway under GAD Tunnel so players can try again if they fall * E3L2 - Fixed crates spawning coins * E3L2 - Fixed unobtainable porridge * E3L2 - Fixed being able to be stuck in cargo lift * E3L2 - Fixed prisoner sounds * E3L2 - Starting water pool no longer reacting odd to moving boxes
* E3L3 - Fixed Guard spawning under glass floor * E3L3 - Changed door open timers * E3L3 - Fixed Lava not damaging * E3L3 - Fixed Checkpoint exploit where you could backtrack with rocket jumping * E3L3 - Fixed enforcer getting stuck in door * E3L3 - Fixed areas where you could get stuck between 2 doors * E3L3 - Fixed area you could get stuck behind crates * E3L3 - Fixed area you could get stuck behind barriers * E3L3 - Fixed iffy vent collision
* E3L4 - Fixed Checkpoint exploit where you could backtrack with mercury mode * E3L4 - Fixed minecart you could get stuck in * E3L4 - Fixed crane controls from getting bypassed * E3L4 - Fixed unobtainable porridge
* E3L5 - Fixed areas where you could fly outside of the map * E3L5 - Fixed moving bazookas * E3L5 - Fixed area in cave you could get stuck
* E4L2 - Fixed secret counter * E4L2 - Fixed window you could jump through * E4L2 - Gold key gate now moves slowly down, so if you get stuck behind it you can get out, the switch increases the gate’s movement time. * E4L2 - Pistol on balcony moves back and forth
* E4L3 - Fixed Coffin collision * E4L3 - Fixed getting stuck on blade traps in dog mode * E4L3 - Fixed lava damage * E4L3 - Fixed respawning enemies * E4L3 - Fixed unlit walls * E4L3 - Fixed global blade sounds * E4L3 - Fixed boulder damage * E4L3 - Fixed crusher wall damage * E4L3 - Fixed Getting stuck below rolling rock trap in secret area
* E4L4 - Fixed secret platform switch * E4L4 - Fixed secret from being triggered multiple times * E4L4 - Fixed backtrack issues * E4L4 - Fixed possible checkpoint exploit
* DM1 - Fixed Truck collison, so weapons explode properly * DM1 - Fixed Rocket jump areas where players could get stuck on central tower and and wooden supports. * DM1 - Fixed dopefish pool collison * DM1 - Fixed dopefish pool water decals * DM2 - Rockets pass through GADs without exploding. * CTF1 - General Optimisations, removed ~1000 meshes (Performance) * CTF1 - Fixed blocking volumes so you can’t fly out of the map * CTF1 - Removed all dynamic actors * CTF2 - Blocked off areas you could fly out of the map