Originally posted by Bigfoot on the official forums.
Heya! Thanks to all the Early Access folks with the prompt feedback as always. We've fixed a lot of the things you've found ahead of the official launch on Tuesday, as shown below.
Because a couple of the fixes includes simulation changes, to maintain compatibility and preserve your campaign, the simulation will rewind old saves to the beginning of the level with a new generation seed. We'll try to do this as little as possible, of course -- thanks for your patience!
- Fix guard LOS not updating when directly facing a door that is changed, causing a guard to shoot through the door in certain circumstances
- A mission item on a KO'd agent is considered acquired as long as the agent is escaping in the elevator.
- Fix missing animation on a drone that opens a detention cell door while on top of a KO'd unit.
- Multiple strings fixed (typos, etc.)
- Fix crash that could occur if a lock decoder was pre-emptively despawned by opening the door it was attached to.
- Fix missing pinning animation for 2-handed enemy units (enforcers, omni)
- Fix crash when a guard is shot when turning to face a moving agent.
- Fix modal-lockpick animation size.
- Fix colour blind shaders on OSX.
- Fix DPI-aware issue causing truncated fullscreen.
- Agents can no longer paralyze drones.
- Fix a crash if a drone opens a door and is consequently shot by overwatch.
- The Never Look Back achievement is now awarded.
- Fix tactical view of a certain piece of Plastech decor.
- Don't award end-of-level achievements if the player lost the mission.
- All Sankaku levels are ensured of at least one human guard.
- Removed 8k x 8k ULTRA shadow quality graphics setting as it was causing issues on a fair portion of users.
- Laptops now have a 2-turn cooldown on deploy
- Fixed hang if CFO wakes up within hearing of an agent
- Fixed drones disappearing when shooting while pinning a guard/agent
- Fixed various other innocuous warnings we've been seeing in the code