Update log
Full Samson update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hey everyone!
Extracted changes
- Server
- Gameplay
- Balance
- Fixes
- UI and audio
It’s been two weeks since launch, and a lot has been happening behind the scenes as we continue iterating on the game based on your feedback. Today, we’re rolling out our third update, bringing a mix of long-awaited improvements and changes directly inspired by what you’ve pointed out.
Your feedback has been incredibly valuable, and we’re truly grateful for it -- please keep it coming so we can continue shaping the best possible experience together.
Since our last update, we’ve also published a long term roadmap covering both fixes and upcoming content, so be sure to check it out and let us know what you think. Alongside news about our planned console release this fall, there’s plenty more exciting stuff in there as well! We're always present in the Steam forums and our community Discord server: https://discord.gg/xPHpQgKUwG, do make sure to be part of it and share your thoughts.
Without further ado, here are the build notes for today’s update:
Vehicles
Updated Rallycross and new Drift car variants can be found at garages to cater to more driving styles.
Several improvements for Keyboard & Mouse controls for driving vehicles.
Adjusted vehicle impact damage and scoring logic to be more consistent and reliable. The goal with this update is for you to be able to finish vehicle jobs with less damage, reducing the need for costly repairs.
Added a police siren warning for minor vehicle collisions before an actual chase is triggered.
Enemy vehicles can now overtake dead teammates so they won't get stuck behind the first vehicle in the group if you take that out first.
Fixed issue where police characters would fail to exit their vehicle.
Updates to UI for Street Trials and Police Chases.
Adjusted Samson's car model so the exhaust no longer intersects with its rear tires.
Melee Combat
Tuned parry timing and improved parry interval for better reliability.
Reduced character sliding during melee Takedowns.
Trimming hit reactions for faster, more fluid combat flow.
Adrenaline Rush action now forces interrupt on incoming attacks.
Improved animation management to prevent lost animations and improve action feedback.
Melee Weapon Collector achievement now correctly tracks the Police Baton.
Fixed so that the melee takedown icon now displays the correct keyboard input to initiate takedown (Q) when playing with mouse and keyboard.
Updates to Enemy Healthbar UI.
Missions & Jobs
Resolved teleportation and spawn issue in Chapter 12,"Rosary Requiem".
Police vans are now correctly told to stop after the Chapter 12,"Rosary Requiem"mission, so they don't run Volkov over.
Fixed a rare issue preventing Chapter 11,"Skulls And Crossbones", from unlocking.
Fixed an issue when using old save files that prevented a dialogue with Floyd at the start of Chapter 2,"Silver Bullet".
Fixed an issue where Steve Macnamara could be spawned dead when you re-attempt Chapter 4,"Dirty Scripts"on a later day.
Fixed mission stall in"Shipping Showdown"by adjusting enemy spawns.
Unlocked the toilet door in the Euro Trash mission to prevent soft-locks.
Street Trial retry cost is now 0 AP, making it easier to replay, improve your runs, and grind for better results.
Fixed several cases where sometimes enemies would not spawn due to streaming issues. This should fix for example the case in the Job"Not Too Old for Shit"where sometimes the combatants would not spawn, thus making it impossible to complete the Job.
We believe that this should fix most similar cases in various Jobs, but if you keep seeing similar issues,
Source
