In this update6
Full notes
Full Samson update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Server
- Balance
- Events
- Fixes
Samson changes
Hi everyone,
We're officially live with our 5th update! We're just about a month into Samson being out in the world. We honestly can't believe it. It's been a journey for sure, and all of the improvements we've had time to get into the game since launch is much thanks to you guys and all of the feedback you've been taking the time to give us. It's been so rewarding for the team to see everyone play the game and have their own thing with Samson. We’re very grateful for the continued interest and for the opportunity to keep pouring time and love into the game. For future suggestions or feedback, we're always reading the forums here on Steam, but we also have a community on Discord that you can join here: https://discord.gg/xPHpQgKUwG Enough talking for now, we're here to attach the changelog for Update #5 that just went live!
Combat
Enemies now navigate combat spaces more smoothly, are less likely to get caught on objects, and can be boxed into corners preventing them from evading, making positioning and crowd control more effective.
Bulky enemies now use a wider variety of attacks, making their combat behavior more dynamic and less predictable.
Environmental Hazards will now trigger more reliably when used from a short distance away.
The Stuffed Bird Weapon is now available outside of its original Chapter mission, making it easier to obtain. You can find it in the “Slayboy Mansion” Beatdown. It will now respawn each time you play this Job, which was not the case previously.
Vehicles
Exiting vehicles is now smoother and more responsive, allowing for quicker transitions between driving and on-foot gameplay.
Enemy interactions when attempting to pull players from vehicles have been refined, resulting in more consistent behavior.
Map navigation now provides more reliable routing to destinations located beneath highways.
Traffic networks have been expanded in areas that were lacking, creating a more connected and consistent road network across the world.
Miscellaneous
Vaulting and climbing is now more responsive and reliable, making traversal across the environment smoother. As an example, it is now easier to enter climbing and vaulting while sprinting.
The “Night Owl” Skill now grants its bonus consistently only once per Night, and missions will remain visible when players have sufficient AP from bonuses to activate them.
The “On a Roll” Skill had an issue where you would gain its reward even if you went to sleep with 0 Action Points remaining. This has now been fixed.
Character placement in the world has been refined, reducing instances of them clipping into the environment or facing the wrong directions.
Players will no longer be transported out of bounds when interacting with some Point of Interests.
Using the phone is now disabled during combat while at home, ensuring more seamless gameplay during active encounters.
Various fixes where players could get stuck or fall through the world. Steam post image
Chapters & Jobs
Further polish has been applied to Chapter 12 “Rosary Requiem” to ensure a more fluid experience: Volkov’s dialogue now triggers reliably after the takedown, his presence and vehicle persist correctly, and the mission flow clearly resolves if he is eliminated before the car chase.
Players will no longer become stuck in The Double Tap after the shooting sequence in Chapter 1 “Blood On Tap” even if the cutscene is skipped.
For Chapter 13 “Evil” – Trafficking victims will no longer join the Beatdown event, ensuring the encounter unfolds as intended, which will also prevent the player entering a Wanted state during the mission.
Fixed rare cases of old missions becoming active again when they had been previously completed.
The final fight in Chapter 14 “Am I My Brothers Keeper” now maintains its intended narrative tension, with the enemy no longer running away mid-dialogue.
Chapter 2 “Silver Bullet” – After failing the mission and retrying the next day, the dialogue with Paulie now consistently begins as intended.
Chapter 14 “Am I My Brothers Keeper” – The Beatdown sequence now consistently plays when replaying the mission on a subsequent day.
Chapter 9 “A Walk Down Memory Lane” – Enemy spawns in the dialogue scene are now positioned to ensure they no longer appear directly in front of the player during the sequence.
Job “Taxi Snitch” – The mission now correctly ends in failure when the car reaches TYPD HQ.
Players are now placed in a paused state when interacting with mission starters, preventing damage or death while the interaction is active.
Tommy’s animation in the bar during Chapter 9 “A Walk Down Memory Lane” now plays as intended.
Stability
Stability improvements that help reduce crashes.
Ongoing performance improvements that help reduce hitches.
Source
Changelog.gg summarizes and formats this update. How we read updates.
