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Steam News8 January 20242y ago

v1.1.2 - Hotfix

hi! just another real quick hotfix here primarily to fix an inventory issue i was made aware of.

Full notes

Full OASIS: Tokyo update

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

What changed

3 fixes5 additions5 changes0 removals
  • Fixes
  • Performance
  • Balance
  • Gameplay
  • Events
  • Maps
fixedhi! just another real quick hotfix here primarily to fix an inventory issue i was made aware of. if your inventory was broken at some point somehow, in the way that you couldn't move items around in it, that should now be fixed when you load that save again. also includes some other quick fixes and adjustments i wanted to go ahead and implement now instead of waiting to put them in 1.2
fixedfixed inventory grid slot availability somehow being desynced by just getting rid of its array in the save schema and just recalculating it altogether on load instead (this should have minimal impact on loading time)
fixedpossibly fixed using multiple pill-based items too quickly causing a controller lockup (cannot reproduce this issue myself)
changed556 is now a little bit more common compared to other rifle calibers (previously all 3 had equal spawn chance)
addedredid interaction layermasks - no longer gets blocked by ragdolls, can now more easily open/close spawn closet doors, items now should take priority over everything (except for geometry in the way of course)
addedadded the current alert level in endgame to the objective tab in the inventory

OASIS: Tokyo changes

fixedhi! just another real quick hotfix here primarily to fix an inventory issue i was made aware of. if your inventory was broken at some point somehow, in the way that you couldn't move items around in it, that should now be fixed when you load that save again. also includes some other quick fixes and adjustments i wanted to go ahead and implement now instead of waiting to put them in 1.2
fixedfixed inventory grid slot availability somehow being desynced by just getting rid of its array in the save schema and just recalculating it altogether on load instead (this should have minimal impact on loading time)
fixedpossibly fixed using multiple pill-based items too quickly causing a controller lockup (cannot reproduce this issue myself)
changed556 is now a little bit more common compared to other rifle calibers (previously all 3 had equal spawn chance)
addedredid interaction layermasks - no longer gets blocked by ragdolls, can now more easily open/close spawn closet doors, items now should take priority over everything (except for geometry in the way of course)

hi! just another real quick hotfix here primarily to fix an inventory issue i was made aware of. if your inventory was broken at some point somehow, in the way that you couldn't move items around in it, that should now be fixed when you load that save again. also includes some other quick fixes and adjustments i wanted to go ahead and implement now instead of waiting to put them in 1.2

full changelog:

  • fixed inventory grid slot availability somehow being desynced by just getting rid of its array in the save schema and just recalculating it altogether on load instead (this should have minimal impact on loading time)

  • possibly fixed using multiple pill-based items too quickly causing a controller lockup (cannot reproduce this issue myself)

  • 556 is now a little bit more common compared to other rifle calibers (previously all 3 had equal spawn chance)

  • redid interaction layermasks - no longer gets blocked by ragdolls, can now more easily open/close spawn closet doors, items now should take priority over everything (except for geometry in the way of course)

  • added the current alert level in endgame to the objective tab in the inventory

  • added objective reminder to the desc of one specific boss objective in endgame that didnt already have one

  • when changing stages in endgame, the view will now reset back to the bottom of the view, instead of it staying at the top

  • slowed the spawn rate of enemies in endgame a bit, especially at higher alert levels

  • added a cap for how much the alert level can be increased per mission in endgame (this change is primarily to help people who like taking it slow, you're still intended to go through each mission somewhat quickly, but you won't be as punished for being slow and having to kill a lot of enemies as a result anymore. this + the above change should make endgame at least a little easier but not too easy)

  • reduced price of the basic disposable lifeline card to 15k, also reduced the effect time to 15 seconds and the returned health to 15 hp (a small rework of this item type + more items of this type are planned, just wanted to already make this change in the meantime)

  • the lifeline card will also now not do anything if found in quick endgame

  • added the invite link to the discord to the main menu

i am moderately concerned that the inventory issue didn't actually happen when loading/saving and instead happened sometime during gameplay. if you happen to run into this issue where part or all of your inventory is blocked, please join the discord and let me know. especially if you have reproducible steps for recreating the issue, thanks.

Source

Steam News / 8 January 2024

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