In this update3
Full notes
Full Ctesiphon update
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What changed
- Compatibility
- UI and audio
- Maps
- Gameplay
- Balance
Ctesiphon changes
Surprise! Ctesiphon is now Steam Deck Verified!ːsteamhappyː
This comes with the caveat that on the Deck you'll get the Windows version by default launching through Proton, as stated in the previous update. The situation on native Linux hasn't changed yet and may not for a good while so it's not recommended to run the game with the native runtimes on the Deck, though you may have better results using a plugged-in controller rather than the integrated controls.
Additionally, version 1.04 is going live right now with the following changelog:
Bugfixes
Resolution options were showing the wrong tooltip
Gamma slider was a little buggy, especially when using buttons to adjust it
The Game Options screen was lacking a scrollbar
Some of Jens Vide's songs had not been attributed in the credits
Had to remove a possible sequence break right at the start of the Multiport (map no. 5). I normally prefer to at least turn these into secrets but this one in particular breaks the map a little too much.
Some garbage bags have had additional clip boxes put around them to prevent you from getting stuck in Outskirts (map no. 3)
A spot in the Comm Station (map no. 6) where you could get stuck between two walls has been patched up.
Windows version was not applying vsync at launch
Sometimes the final boss gets stuck and doesn't move or shoot for a while. This unfortunately happens with most enemies in the right conditions, something messes up between line-of-sight checks and the attacking logic that puts them in a state where they just do nothing until a timer runs down. This has been really hard to catch on my end. I'm not confident I've actually fixed this but I've put in a failsafe that should make it less common.
Minor Additions
Toggles have been added to allow skipping the prompts for quickloading and for starting a level
An option has been added to turn off auto-run. This overrides the "Walk when scoped" option which has now been moved into Game Options.
Quick Save and Quick Load have also had additional defaults added for F5 and F9
Difficulty options now make it a bit clearer that Hard difficulty assumes map knowledge and that Normal is the recommended difficulty for first-time playthroughs.
Super Easy difficulty now slowly regenerates your health up to 100 the same way that overhealth ticks back down to 100 on Extra Hard.
Another secret has been added to the Highway level (map no. 2). It should no longer be so easy to see the edge of the map from there and in return you can now get another early weapon.
Balancing
A handful of drink pickups have been added to the final boss fight on Normal difficulty so there's at least some fluid available for the jetgun, though even on Easy you will need to use other weapons as well.
The rocket launcher on Highway (map no. 2) has been made more visible as it is really not meant to be a secret
The casino level (map no. 7) has been made a little bit easier on Normal difficulty, removing some of the mechs later in the level. Additional rocket pickups have also been added and some existing ones made a bit more visible. The enemies remain untouched on Hard difficulty, you should know what you're getting yourself into.
Key art for this update brought to you by CSAURAGEUL!
Source
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