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Steam News4 April 201511y ago

NEW BUILD: More Quests, More Customization, More Everything!

This week it's important to note that the Saves have been wiped since we've improved the Class skill trees, adding more depth by combining the General skills into one skill tree. Character Records have also been added.

Full notes

Full Breach & Clear: Deadline Rebirth (2016) update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

23 fixes7 additions10 changes2 removals
  • Gameplay
  • Maps
  • Fixes
  • UI and audio
  • Store
  • Balance
addedThis week it's important to note that the Saves have been wiped since we've improved the Class skill trees, adding more depth by combining the General skills into one skill tree. Character Records have also been added.
changedImprovements to human enemy strafing, not as spazzy looking
changedImprovements to all zombies movement behavior
changedImprovements to human enemy sniper laser line
removedRevised the skill trees for soldiers. Now general skills are integrated into the class trees, so two menus are no longer needed. Each class is now separated into its own tab rather than being one long connected skill tree.
changedMap now displays Main Quest separately from the active side quest. Main

Breach & Clear: Deadline Rebirth (2016) changes

addedThis week it's important to note that the Saves have been wiped since we've improved the Class skill trees, adding more depth by combining the General skills into one skill tree. Character Records have also been added.
changedImprovements to human enemy strafing, not as spazzy looking
changedImprovements to all zombies movement behavior
changedImprovements to human enemy sniper laser line
removedRevised the skill trees for soldiers. Now general skills are integrated into the class trees, so two menus are no longer needed. Each class is now separated into its own tab rather than being one long connected skill tree.

This week it's important to note that the Saves have been wiped since we've improved the Class skill trees, adding more depth by combining the General skills into one skill tree. Character Records have also been added.

  • Improvements to human enemy strafing, not as spazzy looking

  • Improvements to all zombies movement behavior

  • Improvements to human enemy sniper laser line

  • Revised the skill trees for soldiers. Now general skills are integrated into the class trees, so two menus are no longer needed. Each class is now separated into its own tab rather than being one long connected skill tree.

  • Refactored Quests Menu. Now splits out Main and Side Quests and has a revised look.

  • Map now displays Main Quest separately from the active side quest. Main

  • Quest is blue and side quest is green.

  • Fixed issue that made molotovs come back to your inventory

  • Fixed an issue with pathfinding in the Urban Scene at the police station gate

  • Now quest menu only shows objectives the player should know about, rather than showing future objectives.

  • Now the text above the minimap shows both the main quest and the active side quest. These are color coded to match the minimap icons.

  • Fixed bug with music volume resetting to max volume when the option menu is first opened in-game.

  • Fixed issue with positioning of elements after dividers in the workbench.

  • Fixed equipment page of inventory not changing viewed item on click.

  • Clicking on an already selected skill on the Skills Menu will no longer purchase it. Moved the purchase button to the bottom of the screen.

  • When switching soldiers, the skill menu now changes to the tab that has the last skill the soldier had added.

  • Fixed some colliders in an area nearby the first safehouse to not allow the player to get to non playable areas

  • Updated some objects and Nightmare AI to make his boss encounter better

  • Fixed a ramp in the pharmacy area of the urban hub for pathfinding

  • Soldiers (both human and enemy) will drop their tactic if the enemy for some reason is not legally allowed to be targeted anymore

  • Made it so Medpacks heal a lot more. Small restores 25% of health, medium restores 50% and large medpacks restore 80%.

  • Reduced intensity of certain dungeon spawn groups.

  • Larger icons for consumables on the workbench equipment screen.

  • Made the white lines for the category dividers sized to not overlap with the category title text on the workbench.

  • Fixed a problem that now allows less enemies to be kept in memory at launch and supports much larger encounters

  • Fixed an issue that prevented the police gate from being breached

  • Refactored quest markers. The best goal point will now be visible regardless of scene the player is in, and suggests fast travel between hubs.

  • Attachments now show correct values and trade offs on the workbench screen.

  • Fixed an issue where some objects were being destroyed on scene changes when they shouldn’t be

  • If a quest goal is distant, fast travel points will point to the best possible option.

  • Added full support for attachments to the workbench.

  • Fixed pathfinding issues around gas station area in Urban scene

  • Character Record page is now fleshed out. In addition to the attribute diamond shows the unlocked skills for the selected soldier, as well as some statistics like shots fired and enemies defeated.

  • Fixed an issue that the medic zombie would not always play a death animation

  • Fixed bug with Switch Weapon tactic that prevented soldiers from shooting.

  • Fixed max ammo message to not say "1 round at max capacity".

  • Fixed ammo amount not showing up properly when the player have a large amount of ammo.

  • Guns in the workbench can now be rotated to a different view with the right analog stick or clicking and dragging with the mouse.

  • Pass on cover volumes in the urban hub and parks.

  • Added an option for terrain quality to the settings menu. Set it to low if you’re having performance problems in the Outskirts (intro area) or the Parks.

  • Fixed a bug on highlighted objects that would cause them to not work after scene transitions.

  • Fixed a bug where story floors in the Caves would sometimes not work at all on certain seeds.

  • Pass on pathing in Parks.

  • Populated the Nightmare encounter area

  • Fixed the last 2 mainline quests in parks to make them completable again.

  • Refined the collector quest in the Parks.

  • Adjusted the Park camera to reduce AO artifacts.

  • Added human encounter to the Visitor Center

  • Pass on cover in the Parks

  • Populated the Ranger Station encounter area.

  • Fixed door issues in the motel, diner, and Ranger Station

  • Fixed multiple areas in the park that players could leave the playable space.

  • Fixed issues with roofs not disappearing when blocking sight.

  • Fixed pathing and collision issues in the caves dungeon

  • Fixed many problem enemy spawns with encounters.

  • Added an additional fast travel point at the former base.

Source

Steam News / 4 April 2015

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