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Steam News17 May 201511y ago

NEW BUILD: Major fixes and optimizations this go-round!

This new build for you guys is a major one for you guys wondering about optimization and better gameplay.

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

19 fixes8 additions4 changes2 removals
  • Performance
  • Fixes
  • Server
  • Events
  • Gameplay
  • UI and audio
addedThis new build for you guys is a major one for you guys wondering about optimization and better gameplay. The team has been making a lot of headway with making the game a better all-round experience for you guys that have been with us from the start! Here's your changelog!
fixedFixed issues with the Fast Travel menu text being weird
fixedFixed an issue preventing loot from working for the client player in multiplayer
fixedFixed an issue in multiplayer that could affect client saves
fixedFixed a bug with shooting for multiplayer
addedAdded safehouse floors to all non-challenge mode dungeons.

Breach & Clear: Deadline Rebirth (2016) changes

addedThis new build for you guys is a major one for you guys wondering about optimization and better gameplay. The team has been making a lot of headway with making the game a better all-round experience for you guys that have been with us from the start! Here's your changelog!
fixedFixed issues with the Fast Travel menu text being weird
fixedFixed an issue preventing loot from working for the client player in multiplayer
fixedFixed an issue in multiplayer that could affect client saves
fixedFixed a bug with shooting for multiplayer

This new build for you guys is a major one for you guys wondering about optimization and better gameplay. The team has been making a lot of headway with making the game a better all-round experience for you guys that have been with us from the start! Here's your changelog!

  • Made the fast travel options list scrollable when it has enough entries.

  • Fixed issues with the Fast Travel menu text being weird

  • Fixed an issue preventing loot from working for the client player in multiplayer

  • The pink cubes on NPCs that sometimes showed up should be gone

  • Fixed an issue in multiplayer that could affect client saves

  • Fixed a bug with shooting for multiplayer

  • Added safehouse floors to all non-challenge mode dungeons.

  • Added a “final cell” to the top floor of every dungeon. “Final challenge” forthcoming.

  • Optimizations and fixes to cover in the city

  • Fixed bug with pressing start closing the online menu when trying to confirm soldiers to use.

  • Fixed major issue where enemy sight was sometimes blocked by objects that should be too low to block sight.

  • Refactored Assault Rifle, SMG, and LMG fire to use burst fire. Bursts are treated as single shots to help clarity and decrease the amount of noise that happens during combat.

  • The “Past Lives” lab entry quest can now be begun by either talking to Kelly first, or examining the lab door first.

  • Human Enemies can now flee from grenades thrown at them.

  • Fixed bug with controller not being responsive to first input after switching between soldiers.

  • When playing on PC in Command Mode, time is now played out while the space bar is held down by default, rather than it toggling between real time and pause. The toggling style can be turned back on through the options menu.

  • Highlighters now turn off during cutscenes.

  • North section of the residential district is now gated by quest progress. “Lab Rats” quest now completes properly when returning to the safehouse.

  • Fixed issue with the signal flare being very ineffective. Improved the implementation to get better behavior - it will attract the infected unless they are already really close to their current target.

  • Fixed bug with Slow World tactic not working.

  • Fixed issue with the active soldier circle and command mode target circle not showing up on parachutes and miscellaneous other things.

  • Now player and enemy soldiers can fire from a crouched position rather than standing up to shoot from cover.

  • Callum vs. Cultists encounter regression fixed. They will no longer be able to kill each other before you intervene.

  • Removed more extraneous HUD elements during cutscenes.

  • Cover bonus is no longer granted when moving inside a cover volume.

  • Explosives now potentially cause stumble and/or knockback to characters damaged but not killed by them.

  • Added non-destroyed AA Humvee model to the AA placements on the boardwalk.

  • Burst fire fixed for mulitplayer

  • Fixed significant issue with aim assist - now the player should be able to target enemies much better in action mode.

  • Energy Drink now consumed when used and plays the correct animation.

  • Fixed issue with soldiers not letting go of their gun to throw a grenade.

  • Added reaction time to human enemies, so they don’t react immediately.

  • Soldiers properly heal for the client player when joining in a safehouse or safehouse floor of a dungeon in multiplayer

  • Fixed an issue in the sewer causing the entrance to the park to not exist on the client player

  • Fixed sending quest objectives that are partially completed for multiplayer

  • Fixed an issue that could allow encounters to trigger for the client player when they should be disabled

  • Fixed a bug where challenge mode would spawn you at the exit depending on your last dungeon visit in the campaign.

  • Replaced instances of SFC Benton with VERGIL ACTUAL.

  • Updated minimap for the Docks.

  • Fixed an issue where entering the Sewers from the Park would send you to the wrong floor.

  • Various optimizations to enemy pooling.

Source

Steam News / 17 May 2015

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