Full notes
Full Breach & Clear: Deadline Rebirth (2016) update
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What changed
- Fixes
- Gameplay
- Server
- Balance
- UI and audio
- Maps
Breach & Clear: Deadline Rebirth (2016) changes
You guys are stupid awesome, we can't thank you enough! We're in the final stretch here; a full release to Steam is coming very soon and the team has been working night and day to get this game as sexy and awesome as possible. We're a small team, we don't have the resources you get at the big studios, sure...but what we do have is a very dedicated group of fans that have been helping out since the very beginning! You guys have been instrumental in making this Early Access run a positive one. We know the connotations with Early Access, and we're proud to be a team that is going to full launch. Without you guys, this would have been a much tougher road, and we are sincerely grateful for your help! Today's build is a reflection of your bug reports, comments on the discussion pages and through our Facebook and Twitter pages. This was all about focusing on the things you've been asking for. Hope you enjoy! We're almost there!
Fixed flashbang stun particles not showing over top of enemies.
Fixed bug when choosing none as a vest option when a soldier already has no vest.
Grenade throws now come from soldier's hands.
Fixed issue with the Use Item/Tactic screen sometimes not navigating correctly with moving between elements.
Some progression fixes for urban district quests.
Fixed regression where human enemies occasionally couldn't shoot.
Removed unnecessary LOD models.
Cutscenes are now set up to reset camera angles if necessary, placed in some bad spots already.
Fixed the host game popup disappearing when trying to type in a custom port number.
Fixed some issues with quests in Residential for multiplayer
Fixed an issue with the client player trying to enter some dungeons
Added random spawns that replace encounters a short while after they've been beaten.
Fixed some issues with encounter checkpoints not loading additional scene assets.
Fixed issues with dead bodies teleporting in multiplayer
Fixed an issue that when using fast travel dead dudes would be in their idle animation if you went back to their death point
Elements in gun lists now show an icon for the gun on the left side.
Lists of guns are now sorted by gun type and damage per second.
Fixed cover icon showing up in Command Mode at a little too far from actual cover.
Fixed issue where sometimes cover icons would be stuck on the screen after scene transitions.
Flashbang isn't blocked by half-cover anymore.
Increased cooldown time for Satchel Charge.
Fixed Tag Enemies not having a cooldown.
Fixed cooldown times not being shown below the HUD soldier cards.
Gear armor now increases your health
Fix pathfinding in the docks
Tweaks to the final nightmare boss
Fixed some colliders in the docks
Fixed a potential issue with having multiple main quests
Fixed an issue with muzzle flashes appearing during a reload animation.
Improved readability of the map for residential district.
Numerous fixes to the urban and residential districts.
Fixed an issue that soldiers sometimes wouldn’t follow after issuing tactics
Fixed bug with some dropped items not working to pick up again.
General fix that should prevent enemies from getting stuck in place.
Item rarity is now reflected in menus with color changes to labels, as well as rarity info shown on the inventory screen.
Tag enemies now displays some FX
Animations on the player characters are smoother
Exploding barrels now show target info similar to enemies.
Can now travel between dungeon floors using Command Mode
Fix some objects’ highlights and some bad colliders in the urban scene
Gear weight now has some effect on your soldiers speed while they are not following you
Fixes for parks and residential districts.
Added The Philosopher somewhere in the game... good luck finding this wise man.
Additional achievements are now functional and unlockable.
Raised object culling distance to prevent collision issues during encounters.
Source
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