What changed
5 fixes3 additions4 changes1 removal
- Gameplay
- Fixes
- UI and audio
addedHi everyone! We’ve just released the Refresh Update for Need to Know, featuring a streamlined start to the game, dozens of usability updates, and all of the changes and fixes we’ve made since release. For this update, we’ve focused mainly on structural amendments, particularly in Clearance Level 10. Some story elements have been repositioned, including the opening prologue and some early scenes. Our goals are to get you into gameplay quickly, space out the early story development, and allow you to advance to a higher difficulty level earlier. However, no missions have been removed, simply relocated to different points in the story, or made optional. Home missions now have a lock-out deadline, so you’ll face a (forgiving) time pressure to make the experience a little more intense. We have also made several usability improvements, such as making it easier to skip the PeepR tutorials. We’ve made an effort to ensure all existing save games will work with these changes, so please let us know if you experience any issues! As always, thanks so much for your continued feedback and bug reports. If you have any bug reports or suggestions to make - you can also visit this board to post them. For a list of the changes made in the Refresh Update (v1.25.0), see below:
addedAdded dialogue option to skip to end of Clearance Level 10 without needing to complete all side missions
changedChanged Clearance Level 10 structure to get to gameplay quicker, by moving some scenes to later in the Clearance Level
removedRemoved some redundant dialogue from Clearance Level 10
fixedFixed issue with inconsistent positioning of personal stats panel
fixedFixed outcome issue in Operation EchoWell
Need to Know changes
addedHi everyone! We’ve just released the Refresh Update for Need to Know, featuring a streamlined start to the game, dozens of usability updates, and all of the changes and fixes we’ve made since release. For this update, we’ve focused mainly on structural amendments, particularly in Clearance Level 10. Some story elements have been repositioned, including the opening prologue and some early scenes. Our goals are to get you into gameplay quickly, space out the early story development, and allow you to advance to a higher difficulty level earlier. However, no missions have been removed, simply relocated to different points in the story, or made optional. Home missions now have a lock-out deadline, so you’ll face a (forgiving) time pressure to make the experience a little more intense. We have also made several usability improvements, such as making it easier to skip the PeepR tutorials. We’ve made an effort to ensure all existing save games will work with these changes, so please let us know if you experience any issues! As always, thanks so much for your continued feedback and bug reports. If you have any bug reports or suggestions to make - you can also visit this board to post them. For a list of the changes made in the Refresh Update (v1.25.0), see below:
addedAdded dialogue option to skip to end of Clearance Level 10 without needing to complete all side missions
changedChanged Clearance Level 10 structure to get to gameplay quicker, by moving some scenes to later in the Clearance Level
removedRemoved some redundant dialogue from Clearance Level 10
fixedFixed issue with inconsistent positioning of personal stats panel
Hi everyone! We’ve just released the Refresh Update for Need to Know, featuring a streamlined start to the game, dozens of usability updates, and all of the changes and fixes we’ve made since release. For this update, we’ve focused mainly on structural amendments, particularly in Clearance Level 10. Some story elements have been repositioned, including the opening prologue and some early scenes. Our goals are to get you into gameplay quickly, space out the early story development, and allow you to advance to a higher difficulty level earlier. However, no missions have been removed, simply relocated to different points in the story, or made optional. Home missions now have a lock-out deadline, so you’ll face a (forgiving) time pressure to make the experience a little more intense. We have also made several usability improvements, such as making it easier to skip the PeepR tutorials. We’ve made an effort to ensure all existing save games will work with these changes, so please let us know if you experience any issues! As always, thanks so much for your continued feedback and bug reports. If you have any bug reports or suggestions to make - you can also visit this board to post them. For a list of the changes made in the Refresh Update (v1.25.0), see below:
Added dialogue option to skip to end of Clearance Level 10 without needing to complete all side missions
Changed Clearance Level 10 structure to get to gameplay quicker, by moving some scenes to later in the Clearance Level
Removed some redundant dialogue from Clearance Level 10
Fixed issue with inconsistent positioning of personal stats panel
Fixed outcome issue in Operation EchoWell
Fixed evidence issue in FreshScent
General bug fixes and typo fixes
v1.25.0 includes the following changes from v1.24.0b:
Added time pressure to home missions, as CodeX system now has intrusion detection
Changed automatic layout of evidence to place items higher-up by default
Changed home mission rule panel to allow more information to be displayed at once
Fixed issue with auto-layout of evidence that occurred when there was hidden evidence
Fixed issue with Peepr sometimes incorrectly appearing on-screen during home missions