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Our biggest bug fixing update ever: to get rid of major bugs in Vultures!

Report for duty, Agents!

This new major update has one main purpose: make the game the cleanest version possible, getting rid of major bugs, softlocked and visual issues that you reported to us. From documents missing on the map, to zombies unaffected by certain weapons, without forgetting achievements issues, we tried to cover all kind of bugs that were still in the game.

You can read the detailed Patch Notes of all bugs fixed at the end of this news, don't hesitate to let us know if some still persist and we will investigate these as soon as possible!

Since the launch, your involvement has been a precious support in our work on Vultures, both with your feedback on bugs as well as your suggestions for new features and improvements.

We've elaborated a form that we would love for you to complete as it questions different subjects on the game, and will help us define our next priority regarding the game's future updates and additions. All thoughts and inputs are welcomed and would greatly help our team!

You can complete the form by clicking here!

If you enjoy the game, please consider leaving us a review! The game will be part of the Isometric Sale event with a discount, so feel free to recommend it to your friends if you had fun playing it!

Thank you for your support and help in finding these bugs, we're already working on our next major update with the hardcore mode for those who wish to experiment the extent of their survival skills.

We leave you with a marvelous fanart of Amber and Leopoldo made by the amazing MímosAll! Thank you so much for bringing our Agents to life in your style!

Patch Notes v1.1.5.0

Steam Input

  • Fixed Steam Input configuration, official layouts defined for ps4, ps5, xbox, Steam deck;

Combat & AI

  • Fixed SWAT zombie deals damage from charge even if it is interrupted by a proximity mine;

  • Fixed proximity mine is not armed if character is pushed away instead of walking away;

  • Fixed keep mine state between room transitions;

  • Fixed Amber's jump action, target obstruction with no enemy in front;

  • Prevented players from opening loot boxes during enemies turn in combat;

  • Fixed the issue where player is out of combat with blind status and surrounding enemies;

  • Ensured combat remains active when any enemy is visible;

  • Fixed out of reach for zombies in range and visible because behind corner;

  • Updated wall collision masks to capture attack aim's raycast and skip discrete validation;

  • Fixed Kassandra's close sting attack;

  • Updated vomit VFX for Kassandra's range attack;

  • Fixed stunned zombies moving in Riggs fight;

  • Fixed delay when skipping several turns in a row: some actions couldn't start because their current animation wasn't over;

  • Fixed very long enemy turn when a tentacle is stunned;

  • Fixed flesh pod evading shoots;

  • Fixed explosive zombie dealing damage to himself;

  • Fixed explosive zombie executing spew attack while dying;

  • Fixed enemies attacking and dying just after exploding mines;

  • Gave 2 MPs when using Sneak during combat;

  • Fixed issue who allowed to interact with the loot boxes given during Thomas P2 fight;

  • Fixed the need to unselect then select again RUN to apply it by making WALK as the starting movement type when player's turn starts;

  • Updated Kassandra and Hugo Kaiju now immune to stun;

  • Fixed burning status effect on water tiles;

  • Fixed issue with exploding zombies attacking immediately after walking through door by handling enemies in Eugenesys' Headquarterts Main Hall by separate so their fighting state only works when players are in the zone guarded by each one;

  • Removed walls in map when they are in the same cell;

  • Fixed a bug where characters could walk through table in dining room;

  • Fixed the absence of movement animation after cutscene to get the main cellblock key;

Weapons & Equipment

  • Fixed attack stats not loading properly when moving weapon from a loaded game from arsenal to inventory in exploration mode;

  • Fixed spear tip not visible on cinematic and looting screen;

  • Fixed not being able to load different grenade rounds on inventory;

  • Improved ammo merging validation;

  • Updated stats of Spark Shot (and its upgrade) so players can see when the upgrade adds to the weapon;

  • Updated Sight Helmet description to remove it allows to see enemies out of the FOV;

  • Updated AP and MP booster descriptions to match the amount of points given by each one;

  • Updated the crossbow that now triggers fight on attacking;

  • Fixed wrong damage for crossbow;

  • Fixed wrong damage interval;

  • Changed font color for player's vest value;

  • Fixed the stun grenade not affecting SWAT zombie;

  • Fixed explosive button trying to get meta from a freed object;

  • Fixed stunrod vfx connecting to already connected signal;

  • Fixed an issue where you could throw weapons in unreachable areas;

  • Fixed critical chances from spear's dragon attack applied to any attack;

  • Fixed update spear's current dragon charge on blade on loading;

  • Fixed the issue leading to make melee damage with shotgun after using stun rod by avoiding to assign the Stun Rod's hit action when turning of the electric VFX of its electric shock attack;

Inventory & Loot

  • Fixed to show loot box instead of extracted weapons;

  • Fixed color inconsistencies in loot box items buttons;

  • Fixed the proper function to count the amount of valuables in the mission;

  • Showed corresponding style of market buttons after buying an upgrade;

  • Applied stacking rules when moving ammunition from the arsenal to the inventory;

UI / HUD

  • Improved armor information shown when aiming at enemies: when not targeting a specific body part, the panel now displays the target's total armor value, including changes when SWAT is defending with its shield;

  • Improved behavior of HUD Goals Panel: the panel now takes into account the hierarchy of the objectives in the level to determine which ones to render. Additionally, if the same level has more than one objective, they are displayed as a list whose items are marked as completed as players complete them;

  • Improved rendering of secondary goals in Pause Menu. Now sub-goals render properly;

  • Fixed rendering issues in Mission Stats during mission selection;

  • Fixed issue with camera not focusing on enemies during Thomas' P3;

  • Changed rendering order of COMBAT STARTED sequence so it shows on top of the HUD;

  • Cleared and reloaded the HUD Goals panel when loading a saved game;

Who knew missing walls could spoil people like that?

Map

  • Fixed document not shown on minimap for the prison level;

  • Removed unused document in Eugenesys Tower;

  • Prevented updating map icons when a prop's "Important" property is removed;

  • Updated enemies spawned by cocoons (flesh pods) shown in map (and minimap);

Achievements and stats panel

  • Updated damage display on attack stats panel: critical, min and max damages;

  • Updated total count of documents in game;

  • Fixed issues on completing Cartographer, Journalist and Completionist:

  • Fixed styling issue in Results Screen when more than one weapon is unlocked;

  • Fixed not showing the correct info about the mission stats in the Results Screen;

  • Included surprise attack damage on attack stats panel;

  • Displayed damage bonus for dragon attack on attack stats panel;

Level-Specific

  • Echoes of Suffering:

    • Fixed assault rifle on balcony of Thiago's Apt;

    • Fixed enemy pushed through barrier in Appartement complex;

    • Fixed missing wall in Apt. 106 cinematic;

    • Updated Apt 106's cinematic audio sync;

    • Fixed the barrier on balcony.

    • Fixed zombie with partially filled life.

  • Eugenesys Doom:

    • Changed direction of vein in Eugenesys' heart room;

    • Added ending sequence (in NEST) each time Eugenesys' Doom is completed;

    • Set proper icon for vending machines in Station Lobby and Labs North Hall;

    • Set proper lock type in door to Experiments Chamber;

    • Replaced arsenal boxes by normal boxes in Biotechnology Lab;

    • Fixed character overlapping asset by changing vein connections in Heart of Immortality;

    • Fixed difficult Electric Battery to grab by moving it near the center of the desk;

    • Fixed trash asset clipping by moving it a bit;

    • Fixed paper clipping on archives desk by moving papers a bit up;

    • Fixed hallway room name misplaced on map by defining a label coordinate to Headquarters Main Hall;

    • Fixed an issue with Amber accessing a weapon she can not use by modifying weight of police archive box so only Leopoldo can access its zone in Eugenesys' parking;

  • Fractured Mind:

    • Fixed an issue by unequipping the Vest when entering Kassandra's Mind and equipping it again when leaving;

    • Fixed an issue with the Katana now shown in Amber's hands when replaying after dying in Kassandra's Mind;

    • Fixed issue when restarting level;

    • Fixed an enemy issue where zombie could attack through library asset;

    • Fixed overlapping images by moving painting back;

    • Fixed walking through elements in the temple;

  • Voice from the Darkness:

    • Fixed Frank turning his back to Amber in dialogue;

  • Endurance of the Damned:

    • Fixed vending machine icons in: Gym, Lobby, and Garage;

    • Fixed several sets of invisible obstacles that characters could walk through;

    • Fixed unreachable ammunition by moving Pistol Ammunition to another cell;

    • Fixed sheet assets issues in Observation Point;

  • Ashes of the Last Witness:

    • Added a confirmation question before ending;

    • Updated locked door icons;