Continuation from previous post...
Vandenberg AFB:
- Increased the collision size of a skillpoint trigger so it's more user-friendly.
- Increased the commandos' hearing.
- Increased a guard near the medical area's hearing and reactions.
- Added some lockpicks in areas that were barren.
- Changed some desk textures.
- Changed the voice of a MJ12 trooper to match his conversation dialogue voice.
- Changed a soldier's weapons with a sniper rifle to make more sense regarding his position.
- Moved both turrets in the lobby area so they don't clip into the ground and actually shoot.
- Moved the smaller security bot's patrol points so that they move closer to the railings, allowing for grenades to be used.
- Moved a computer back so you can't see under it.
- Fixed the gate to the COMM building being usable.
- Fixed some other textures.
- Fixed a computer's icon.
- Fixed being able to jump through the barriers at Jock.
- Fixed Tong running away if you take fall damage.
- Removed an unneeded door.
Vandenberg AFB Computer:
- Fixed some pathing.
- Fixed bad textures on the pipes.
- Fixed overlapping brushes.
- Made the rails at the top of the level solid.
- Replaced some textures.
- Flipped a keyboard texture.
Gas Station:
- Fixed a crate being in the ground.
- Fixed a glitchy shadow.
- Fixed a power line disappearing in mid air.
- Fixed two floating lamp posts.
- Somewhat fixed an error that prevents you from picking up some items in the gas station.
- Blocked the player from jumping out of the map. Sorry for the invisible walls.
- Added tech goggles.
Sub-base Surface:
- Gave two MiBs melee weapons.
- Fixed a LAW being selectable through a locker.
- Fixed clipping boxes.
- Fixed some textures.
- Fixed a floating book and lamp.
- Fixed an unsolid mesh.
- Fixed a ladder not having a texture on the back.
- Fixed a ladder to the fans.
- Fixed a mover that was disappearing in the wall.
- Made an infolink not play if you've been to the UC.
- Made the hatch on the new module not have a gap between it and the ground.
- Added some contents to empty boxes.
- Changed some fans to damage you if you block them.
- Changed a control panel that did nothing.
- Improved AI pathing.
Ocean Lab:
- Fixed a backwards texture in the greasel pen.
- Fixed a misaligned ground texture.
- Fixed a box not having its contents correctly set.
- Fixed a scientist not having an aug upgrade when he should.
- Fixed some crates spawning inside a wall.
- Fixed some ammo being stuck in the ground.
- Fixed some backwards keyboard textures.
- Fixed some cabinets not being lit.
- Fixed a cabinet floating in midair when opened.
- Fixed a security console not having a username or password.
- Fixed a security console having its username and password mixed up.
- Made the computer in the greasel lab able to open the greasel lab and command center doors.
- Made the door to the greasels pickable, 40% strength.
- Made the security bot not continously say "Scanning Area".
- Made two infolinks not play if you've been to the UC.
- Moved one of the infolinks up so it's usually triggered.
- Rotated a texture.
- Ordered the transgenics in the construction area to wander instead of stand.
- Added a greasel.
- Added more pathing.
- Added a surprise at the end on hard/realistic.
- Added flares.
- Added reload mod.
- Added flamethrower.
- Added two rebreathers.
- Added LAM.
- Added tranquilizer darts.
Area 51 Bunker:
- Fixed some broken pathing and added more.
- Fixed a MiB having only one clip of ammo and no melee weapon.
- Fixed misaligned textures.
- Replaced blue lasers in the sniper tower with red ones.
Area 51 Sector 2:
- Fixed MiBs not having melee weapons.
- Fixed the generator being able to be destroyed manually.
- Fixed some keyboard textures.
- Fixed a window not being solid.
- Fixed a typo in an infolink.
- Moved an elevator button to look better.
- Replaced SecurityBot2 with MilitaryBot on realistic.
- Replaced the elevator troops on realistic.
- Made the robots say area secure when killing you.
- Added a block to prevent getting stuck.
- Added a LAW to destroy it on realistic.
- Added rockets on realistic.
Area 51 Sector 3:
- Fixed many carcasses incorrectly having items set to not be collectable.
- Fixed more MiBs not having melee weapons.
- Gave a MiB an Elite Assault Rifle instead.
- Improved pathing.
Area 51 Sector 4:
- Aligned some textures.
- Made it so some radioactive barrels deal radiation damage.
- Fixed a crate being broken by a vent.
- Fixed floating 30.06 ammo.
Gameplay:
- Increased the damage that doors/windows take from weapons.
- Commandos now play their usused critical damage sounds when at 25% hp.
- Gave "new" lines to the MJ12 commandos for when they target you (for some maps).
- Animals can now be knocked unconscious.
- As a side effect, animals can now be stunned.
- Light objects, including but not limited to, grenades, rats, birds, and light props, no longer trigger lasers.
- Lowered the weight of gas so it also doesn't trigger lasers.
- Tech Goggles now last three times as long.
- Thermoptic armour now gives a 10%/25% damage reduction bonus at advanced/master level in "Normal" mode.
Misc:
- Fixed a texture saying "RESTRICED AREA" instead of "RESTRICTED AREA".
- Fixed a bush making a metal sound when walked on.
- Fixed destroyed cars making a grass sound when walked on.
- Fixed props taking poison damage, which would have them incorrectly destroyed at times.
- Fixed lasers staying in the map when transitioning between levels.
Please note:
As a general reminder, when game content is updated in a patch, it cannot affect locations you have already visited in a saved game. This is because the saved game was created based on the older version of the game, and acts as a snapshot of that older version. Once you load a saved game and travel to a new location in the game world, you will begin to encounter the updated content.
Got a bug you want fixed? Suggestion you want implemented? Post it here: http://bugs.dx-revision.com/