HomeGamesUpdatesPricingMethodology
Steam News10 November 20232y ago

Update 54 - Getting Free From Grabbers

This week’s update fixes a handful of long-standing bugs that have haunted us since launch. Sorry it took us this long to get to them, but they turned out to be surprisingly complicated.

Full notes

Full The Anacrusis update

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

What changed

1 fix3 additions2 changes2 removals
  • Fixes
  • Balance
  • Gameplay
  • UI and audio
changedWe fixed a collection of bugs that prevented Survivor bots from reliably rescuing players who had been grabbed. Bots can now target and shoot the Grabber more effectively at close to medium range. That means you shouldn’t see any more bots shooting into the wall by the Grabber
fixedAdditionally, we found a few cases where pulse wouldn’t release a grabbed Survivor when we expected it to. This was caused by a reduction in efficacy of the pulse at its maximum range, and affected both bots and human players, where a pulse at the edge of the effective range would look like it hit a grabbed Survivor, but it wouldn’t actually free them from the grab. We’ve fixed the issue, so now any amount of pulse hitting a grabbed player should free them
removedHealth stations no longer work in versus mode. We disabled them in Versus after feedback from playtests. They tend to tip the balance hard in favor of Survivors, with no accompanying risk increase of risk
removedBots will no longer teleport when they’re reviving a downed player or respawning a dead player
changedWe’ve fixed a long-standing issue with player-created fire. Previously, the fire visual FX and the area of effect for fire damage from grenades or flaming goo could get out of sync in certain conditions. We’ve fixed the desync, so now if you can see fire on the ground, it will damage you. If you can’t see fire on the ground, you won’t take damage when you walk through a space
addedAdded ambient sound effects to Episode 4, Level 2

The Anacrusis changes

changedWe fixed a collection of bugs that prevented Survivor bots from reliably rescuing players who had been grabbed. Bots can now target and shoot the Grabber more effectively at close to medium range. That means you shouldn’t see any more bots shooting into the wall by the Grabber
fixedAdditionally, we found a few cases where pulse wouldn’t release a grabbed Survivor when we expected it to. This was caused by a reduction in efficacy of the pulse at its maximum range, and affected both bots and human players, where a pulse at the edge of the effective range would look like it hit a grabbed Survivor, but it wouldn’t actually free them from the grab. We’ve fixed the issue, so now any amount of pulse hitting a grabbed player should free them
removedHealth stations no longer work in versus mode. We disabled them in Versus after feedback from playtests. They tend to tip the balance hard in favor of Survivors, with no accompanying risk increase of risk
removedBots will no longer teleport when they’re reviving a downed player or respawning a dead player
changedWe’ve fixed a long-standing issue with player-created fire. Previously, the fire visual FX and the area of effect for fire damage from grenades or flaming goo could get out of sync in certain conditions. We’ve fixed the desync, so now if you can see fire on the ground, it will damage you. If you can’t see fire on the ground, you won’t take damage when you walk through a space

This week’s update fixes a handful of long-standing bugs that have haunted us since launch. Sorry it took us this long to get to them, but they turned out to be surprisingly complicated.

  • We fixed a collection of bugs that prevented Survivor bots from reliably rescuing players who had been grabbed. Bots can now target and shoot the Grabber more effectively at close to medium range. That means you shouldn’t see any more bots shooting into the wall by the Grabber

  • Additionally, we found a few cases where pulse wouldn’t release a grabbed Survivor when we expected it to. This was caused by a reduction in efficacy of the pulse at its maximum range, and affected both bots and human players, where a pulse at the edge of the effective range would look like it hit a grabbed Survivor, but it wouldn’t actually free them from the grab. We’ve fixed the issue, so now any amount of pulse hitting a grabbed player should free them

  • Health stations no longer work in versus mode. We disabled them in Versus after feedback from playtests. They tend to tip the balance hard in favor of Survivors, with no accompanying risk increase of risk

  • Bots will no longer teleport when they’re reviving a downed player or respawning a dead player

  • We’ve fixed a long-standing issue with player-created fire. Previously, the fire visual FX and the area of effect for fire damage from grenades or flaming goo could get out of sync in certain conditions. We’ve fixed the desync, so now if you can see fire on the ground, it will damage you. If you can’t see fire on the ground, you won’t take damage when you walk through a space

  • Added ambient sound effects to Episode 4, Level 2

  • Added sounds to force fields and repulsor lifts throughout the game

  • Added and adjusted timing for voice lines in Episode 4

  • Gave the bots an unhealthy fixation on spawner turrets

Source

Steam News / 10 November 2023

Open original post

Changelog.gg summarizes and formats this update. How we read updates.