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Steam News19 January 20251y ago

v1.0.2 [patch 2]

ADDITIONS - You can now move the wallpass (vehicle) camera on the vertical axis in addition to the existing horizontal axis.

Full notes

Full THE DARK SIDE OF CECLON update

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

What changed

1 fix1 addition1 change0 removals
  • UI and audio
  • Balance
  • Store
addedADDITIONS - You can now move the wallpass (vehicle) camera on the vertical axis in addition to the existing horizontal axis. - New text has been added to the UI "Wallpass console" and "Flashlight battery" when you are at the base (indicating important systems present in the base), specifically on the ground floor. - Added clarification in the info text about the ultimate merchandise in the interface window inventory ("light shot and heavy shot") to specify when the one-shot can occur. - An effect appears on the UI when the Fashir text is fully revealed. - In the final scene, the effects and certain details will differ, emphasizing whether you achieve the bad, good, or perfect ending. - Addition of 7 new achievements on Steam and Epic Games.
changedCHANGES - Antic pearls have gone from 7500 health to 10000. - The x3 damage bonus for heavy shots after 10 light shots has now been reduced to x2. It was far too powerful, especially in late game. The entire UI has also been adapted. - The sniper upgrade has been reduced from 450 damage to 200. - The special armature damage of the grenade launcher's upgrade went from 25 to 27, the shotgun's from 10 to 14 and the sniper's from 400 to 325. - Damage enhancement with grenade launcher No Mercy skill increased from 20 to 15, shotgun from 14 to 10 and sniper from 250 to 150. - Damage enhancement with the shotgun Slayer skill increased from 10 to 8, and sniper from 125 to 100. - One of the pearls on the surface was too far outside the playable area. It has been slightly moved. - The ultimate merchandise from the sales robot previously gave a 15% chance to one-shot Nocturnes, antic pearls, etc. This chance has now been reduced to 4%. - The chance to recover ammunition from the special weapon used via the special optimizer was reduced from 20% to 12%. - The icon indicating that semi-realistic difficulty or higher is required for the helmet and vest oxygen equipment is now visible even if the equipment hasn't been unlocked.
fixedBUG FIXES - Once all the goods were purchased from the sales robot, a new dialogue was supposed to trigger, but it was still the old one. - When the "retreat" skill was at 4/4, the current column displayed a number with many decimals, but now it shows 0 correctly. - One of the antic pearl on the surface was supposed to appear during both normal night and dark night, but it did not appear during normal night unless the game was restarted. It now appears correctly. - One of the antic pearl on the surface, which was only supposed to appear during normal night and dark night, would activate but its movement would stop halfway through during normal night, preventing it from being visible on the game’s visible area except during dark night. - If the antic pearl was destroyed during its movement (when rising or sinking), it caused an error. - When the dark energy was at full (100%), it displayed 100.00% in the UI within the interface window character and battle drone, which also caused overlapping with the rest of the interface. It now displays 100% correctly. - When the objective to collect the 2 arm bags was completed, the green validation icon was not appearing in the interface window objectives. It now appears correctly. - Groups of linked Nocturnes were not coming together but separately in the central south underground. - On the original primordial, when the miasm concentrated orb full of power was supposed to appear, it didn’t due to an error. - On the original primordial, the miasm concentrated orb full of power was too high relative to the ground. It has been lowered. - Once the original primordial was defeated, the miasm concentrated orb full of power would not disappear. It now does. - It was possible to get the achievement for destroying 15 force fields by only destroying 12. - The book artificial food pipe slot counted towards the achievement of 15 force fields. This was an error, and it has now been removed. - A check for the blue force field in the underground was missing from the achievement for destroying 15 force fields. It has now been added. - Once the blue force field on the outpost floor was destroyed, when returning to the surface of CECLON, the door was still locked. - After destroying the blue force field on the outpost floor, when near the door, a sound played, but it was too far away to hear because it was the sound of a base door. The door now has its own sound and is properly placed. - The door structure on the outpost floor did not have collision. - Stock of crystals could be picked up infinitely if returning to the surface of CECLON. This has been fixed. - After repairing and disarming the Z-One team's spaceship, consumables and special items could no longer be changed or used. - One of the solar panels at the top of the base, in the light overcharged, did not have collision. - The report 10 was not saved after being collected; when returning to the surface of CECLON, it was still there. - The 5th CECLON spring correctly provided the 4% max health bonus, but it did not update in the interface window map. - If teleportation from a checkpoint to the base was unlocked and the checkpoint was used as a new respawn point, teleportation was not possible without entering and exiting the trigger. - When the teleporter upgrade was unlocked, granting the stimulant effect for 10 seconds and 25% health regeneration, the regeneration was not set to 25%. Instead, it was based on the treatment kit regeneration and the health stat, potentially exceeding 25%. - On the teleporter, the skill protector 5 will not work, just as it currently does not work on the survival station and oxygen station. The text for skill protection 5 has been updated in the skill window interface. - If the skill protector 5 was active and the 20% proc occurred, the treatment kit and its usage in the treatment kit creator did not account for the max health limit tied to the CECLON spring. - In the interface window, when using the treatment kit, it did not consider the max health limit tied to the CECLON spring or the skill protector 5. - If the skill protector 5 was active and the 20% proc occurred, the treatment kit did not account for the max health limit tied to the CECLON spring. - If the skill protector 5 was active, in the interface window and game UI shortcuts, using the artificial food pipe did not account for the max mental health limit tied to interest points. - If the skill protector 5 was active, in the interface window and game UI shortcuts, using the water pipe did not account for the max mental health limit tied to interest points. - If the skill protector 5 was active, in the interface window and game UI shortcuts, using the vitamin kit did not account for the max mental health limit tied to interest points. - The hold button for interaction texts in the underground areas was misaligned and positioned too high; it has been adjusted to align like the surface version. - When teleporting to checkpoint 5, players would not arrive directly next to it. The same issue occurred when defeated and respawning at this checkpoint. This has now been fixed. - If teleportation from a checkpoint to the base was unlocked, a visual FX was supposed to appear around the checkpoint, but it did not. This has been corrected. - In QWERTY, the keyboard key to use the plasma blades was set to the "A" key, whereas it should have been the "Q" key. This caused the plasma blades to attack every time the player moved left if the cooldown was ready. - The window of the teleporter room had no collision. - The door with the blue force field in The Machina room wouldn't open even after the force field was destroyed. You had to return to CECLON to open it. - Once the protected condensed dark energy was picked up, it would reappear when returning to the surface of CECLON. - The Destroyer 3 icon was linked to the same icon as Destroyer 1. As a result, when both the Destroyer 1 and Destroyer 3 skills were active, and the Destroyer 1 skill was removed, the Destroyer 1 icon would still appear next to the gauges on the UI, while the Destroyer 3 icon never showed up (these two icons are meant to indicate that the conditions for the skill to be active were met). - Picking up the protected condensed dark energy while having more than 95% dark energy could result in exceeding 100%. - The color of the auto-treatment system, once equipped on Jensen in the underground, did not display the correct color. - The achievement for The Machina was only granted if the ultimate Machina difficulty was completed, whereas it was supposed to be earned by completing the UNFAIR difficulty just below it. This has now been fixed. - The base's reassignment stats device wasn't working for the battle drone. - The base's reassignment stats device didn't play a "denied" sound if the prerequisites weren't met. - Resetting the character's and battle drone's stats using the base's reassignment stats didn't restore many of their original stats correctly. - When crystals were spent in the base's reassignment stats, the window interface inventory didn't update the crystal count. - If stats were reset multiple times in a row with the base's reassignment stats device, the FX wouldn't restart from the beginning. - In the final scene, the texts were swapped between the perfect ending and the bad ending (the good ending was not affected). - In the final scene, the info bubble icon above Jensen's portrait in the dialogue window was not properly positioned. - In the intro scene, the portraits were not correctly placed in the dialogue window.

THE DARK SIDE OF CECLON changes

addedADDITIONS - You can now move the wallpass (vehicle) camera on the vertical axis in addition to the existing horizontal axis. - New text has been added to the UI "Wallpass console" and "Flashlight battery" when you are at the base (indicating important systems present in the base), specifically on the ground floor. - Added clarification in the info text about the ultimate merchandise in the interface window inventory ("light shot and heavy shot") to specify when the one-shot can occur. - An effect appears on the UI when the Fashir text is fully revealed. - In the final scene, the effects and certain details will differ, emphasizing whether you achieve the bad, good, or perfect ending. - Addition of 7 new achievements on Steam and Epic Games.
changedCHANGES - Antic pearls have gone from 7500 health to 10000. - The x3 damage bonus for heavy shots after 10 light shots has now been reduced to x2. It was far too powerful, especially in late game. The entire UI has also been adapted. - The sniper upgrade has been reduced from 450 damage to 200. - The special armature damage of the grenade launcher's upgrade went from 25 to 27, the shotgun's from 10 to 14 and the sniper's from 400 to 325. - Damage enhancement with grenade launcher No Mercy skill increased from 20 to 15, shotgun from 14 to 10 and sniper from 250 to 150. - Damage enhancement with the shotgun Slayer skill increased from 10 to 8, and sniper from 125 to 100. - One of the pearls on the surface was too far outside the playable area. It has been slightly moved. - The ultimate merchandise from the sales robot previously gave a 15% chance to one-shot Nocturnes, antic pearls, etc. This chance has now been reduced to 4%. - The chance to recover ammunition from the special weapon used via the special optimizer was reduced from 20% to 12%. - The icon indicating that semi-realistic difficulty or higher is required for the helmet and vest oxygen equipment is now visible even if the equipment hasn't been unlocked.
fixedBUG FIXES - Once all the goods were purchased from the sales robot, a new dialogue was supposed to trigger, but it was still the old one. - When the "retreat" skill was at 4/4, the current column displayed a number with many decimals, but now it shows 0 correctly. - One of the antic pearl on the surface was supposed to appear during both normal night and dark night, but it did not appear during normal night unless the game was restarted. It now appears correctly. - One of the antic pearl on the surface, which was only supposed to appear during normal night and dark night, would activate but its movement would stop halfway through during normal night, preventing it from being visible on the game’s visible area except during dark night. - If the antic pearl was destroyed during its movement (when rising or sinking), it caused an error. - When the dark energy was at full (100%), it displayed 100.00% in the UI within the interface window character and battle drone, which also caused overlapping with the rest of the interface. It now displays 100% correctly. - When the objective to collect the 2 arm bags was completed, the green validation icon was not appearing in the interface window objectives. It now appears correctly. - Groups of linked Nocturnes were not coming together but separately in the central south underground. - On the original primordial, when the miasm concentrated orb full of power was supposed to appear, it didn’t due to an error. - On the original primordial, the miasm concentrated orb full of power was too high relative to the ground. It has been lowered. - Once the original primordial was defeated, the miasm concentrated orb full of power would not disappear. It now does. - It was possible to get the achievement for destroying 15 force fields by only destroying 12. - The book artificial food pipe slot counted towards the achievement of 15 force fields. This was an error, and it has now been removed. - A check for the blue force field in the underground was missing from the achievement for destroying 15 force fields. It has now been added. - Once the blue force field on the outpost floor was destroyed, when returning to the surface of CECLON, the door was still locked. - After destroying the blue force field on the outpost floor, when near the door, a sound played, but it was too far away to hear because it was the sound of a base door. The door now has its own sound and is properly placed. - The door structure on the outpost floor did not have collision. - Stock of crystals could be picked up infinitely if returning to the surface of CECLON. This has been fixed. - After repairing and disarming the Z-One team's spaceship, consumables and special items could no longer be changed or used. - One of the solar panels at the top of the base, in the light overcharged, did not have collision. - The report 10 was not saved after being collected; when returning to the surface of CECLON, it was still there. - The 5th CECLON spring correctly provided the 4% max health bonus, but it did not update in the interface window map. - If teleportation from a checkpoint to the base was unlocked and the checkpoint was used as a new respawn point, teleportation was not possible without entering and exiting the trigger. - When the teleporter upgrade was unlocked, granting the stimulant effect for 10 seconds and 25% health regeneration, the regeneration was not set to 25%. Instead, it was based on the treatment kit regeneration and the health stat, potentially exceeding 25%. - On the teleporter, the skill protector 5 will not work, just as it currently does not work on the survival station and oxygen station. The text for skill protection 5 has been updated in the skill window interface. - If the skill protector 5 was active and the 20% proc occurred, the treatment kit and its usage in the treatment kit creator did not account for the max health limit tied to the CECLON spring. - In the interface window, when using the treatment kit, it did not consider the max health limit tied to the CECLON spring or the skill protector 5. - If the skill protector 5 was active and the 20% proc occurred, the treatment kit did not account for the max health limit tied to the CECLON spring. - If the skill protector 5 was active, in the interface window and game UI shortcuts, using the artificial food pipe did not account for the max mental health limit tied to interest points. - If the skill protector 5 was active, in the interface window and game UI shortcuts, using the water pipe did not account for the max mental health limit tied to interest points. - If the skill protector 5 was active, in the interface window and game UI shortcuts, using the vitamin kit did not account for the max mental health limit tied to interest points. - The hold button for interaction texts in the underground areas was misaligned and positioned too high; it has been adjusted to align like the surface version. - When teleporting to checkpoint 5, players would not arrive directly next to it. The same issue occurred when defeated and respawning at this checkpoint. This has now been fixed. - If teleportation from a checkpoint to the base was unlocked, a visual FX was supposed to appear around the checkpoint, but it did not. This has been corrected. - In QWERTY, the keyboard key to use the plasma blades was set to the "A" key, whereas it should have been the "Q" key. This caused the plasma blades to attack every time the player moved left if the cooldown was ready. - The window of the teleporter room had no collision. - The door with the blue force field in The Machina room wouldn't open even after the force field was destroyed. You had to return to CECLON to open it. - Once the protected condensed dark energy was picked up, it would reappear when returning to the surface of CECLON. - The Destroyer 3 icon was linked to the same icon as Destroyer 1. As a result, when both the Destroyer 1 and Destroyer 3 skills were active, and the Destroyer 1 skill was removed, the Destroyer 1 icon would still appear next to the gauges on the UI, while the Destroyer 3 icon never showed up (these two icons are meant to indicate that the conditions for the skill to be active were met). - Picking up the protected condensed dark energy while having more than 95% dark energy could result in exceeding 100%. - The color of the auto-treatment system, once equipped on Jensen in the underground, did not display the correct color. - The achievement for The Machina was only granted if the ultimate Machina difficulty was completed, whereas it was supposed to be earned by completing the UNFAIR difficulty just below it. This has now been fixed. - The base's reassignment stats device wasn't working for the battle drone. - The base's reassignment stats device didn't play a "denied" sound if the prerequisites weren't met. - Resetting the character's and battle drone's stats using the base's reassignment stats didn't restore many of their original stats correctly. - When crystals were spent in the base's reassignment stats, the window interface inventory didn't update the crystal count. - If stats were reset multiple times in a row with the base's reassignment stats device, the FX wouldn't restart from the beginning. - In the final scene, the texts were swapped between the perfect ending and the bad ending (the good ending was not affected). - In the final scene, the info bubble icon above Jensen's portrait in the dialogue window was not properly positioned. - In the intro scene, the portraits were not correctly placed in the dialogue window.

ADDITIONS - You can now move the wallpass (vehicle) camera on the vertical axis in addition to the existing horizontal axis. - New text has been added to the UI "Wallpass console" and "Flashlight battery" when you are at the base (indicating important systems present in the base), specifically on the ground floor. - Added clarification in the info text about the ultimate merchandise in the interface window inventory ("light shot and heavy shot") to specify when the one-shot can occur. - An effect appears on the UI when the Fashir text is fully revealed. - In the final scene, the effects and certain details will differ, emphasizing whether you achieve the bad, good, or perfect ending. - Addition of 7 new achievements on Steam and Epic Games.

CHANGES - Antic pearls have gone from 7500 health to 10000. - The x3 damage bonus for heavy shots after 10 light shots has now been reduced to x2. It was far too powerful, especially in late game. The entire UI has also been adapted. - The sniper upgrade has been reduced from 450 damage to 200. - The special armature damage of the grenade launcher's upgrade went from 25 to 27, the shotgun's from 10 to 14 and the sniper's from 400 to 325. - Damage enhancement with grenade launcher No Mercy skill increased from 20 to 15, shotgun from 14 to 10 and sniper from 250 to 150. - Damage enhancement with the shotgun Slayer skill increased from 10 to 8, and sniper from 125 to 100. - One of the pearls on the surface was too far outside the playable area. It has been slightly moved. - The ultimate merchandise from the sales robot previously gave a 15% chance to one-shot Nocturnes, antic pearls, etc. This chance has now been reduced to 4%. - The chance to recover ammunition from the special weapon used via the special optimizer was reduced from 20% to 12%. - The icon indicating that semi-realistic difficulty or higher is required for the helmet and vest oxygen equipment is now visible even if the equipment hasn't been unlocked.

BUG FIXES - Once all the goods were purchased from the sales robot, a new dialogue was supposed to trigger, but it was still the old one. - When the "retreat" skill was at 4/4, the current column displayed a number with many decimals, but now it shows 0 correctly. - One of the antic pearl on the surface was supposed to appear during both normal night and dark night, but it did not appear during normal night unless the game was restarted. It now appears correctly. - One of the antic pearl on the surface, which was only supposed to appear during normal night and dark night, would activate but its movement would stop halfway through during normal night, preventing it from being visible on the game’s visible area except during dark night. - If the antic pearl was destroyed during its movement (when rising or sinking), it caused an error. - When the dark energy was at full (100%), it displayed 100.00% in the UI within the interface window character and battle drone, which also caused overlapping with the rest of the interface. It now displays 100% correctly. - When the objective to collect the 2 arm bags was completed, the green validation icon was not appearing in the interface window objectives. It now appears correctly. - Groups of linked Nocturnes were not coming together but separately in the central south underground. - On the original primordial, when the miasm concentrated orb full of power was supposed to appear, it didn’t due to an error. - On the original primordial, the miasm concentrated orb full of power was too high relative to the ground. It has been lowered. - Once the original primordial was defeated, the miasm concentrated orb full of power would not disappear. It now does. - It was possible to get the achievement for destroying 15 force fields by only destroying 12. - The book artificial food pipe slot counted towards the achievement of 15 force fields. This was an error, and it has now been removed. - A check for the blue force field in the underground was missing from the achievement for destroying 15 force fields. It has now been added. - Once the blue force field on the outpost floor was destroyed, when returning to the surface of CECLON, the door was still locked. - After destroying the blue force field on the outpost floor, when near the door, a sound played, but it was too far away to hear because it was the sound of a base door. The door now has its own sound and is properly placed. - The door structure on the outpost floor did not have collision. - Stock of crystals could be picked up infinitely if returning to the surface of CECLON. This has been fixed. - After repairing and disarming the Z-One team's spaceship, consumables and special items could no longer be changed or used. - One of the solar panels at the top of the base, in the light overcharged, did not have collision. - The report 10 was not saved after being collected; when returning to the surface of CECLON, it was still there. - The 5th CECLON spring correctly provided the 4% max health bonus, but it did not update in the interface window map. - If teleportation from a checkpoint to the base was unlocked and the checkpoint was used as a new respawn point, teleportation was not possible without entering and exiting the trigger. - When the teleporter upgrade was unlocked, granting the stimulant effect for 10 seconds and 25% health regeneration, the regeneration was not set to 25%. Instead, it was based on the treatment kit regeneration and the health stat, potentially exceeding 25%. - On the teleporter, the skill protector 5 will not work, just as it currently does not work on the survival station and oxygen station. The text for skill protection 5 has been updated in the skill window interface. - If the skill protector 5 was active and the 20% proc occurred, the treatment kit and its usage in the treatment kit creator did not account for the max health limit tied to the CECLON spring. - In the interface window, when using the treatment kit, it did not consider the max health limit tied to the CECLON spring or the skill protector 5. - If the skill protector 5 was active and the 20% proc occurred, the treatment kit did not account for the max health limit tied to the CECLON spring. - If the skill protector 5 was active, in the interface window and game UI shortcuts, using the artificial food pipe did not account for the max mental health limit tied to interest points. - If the skill protector 5 was active, in the interface window and game UI shortcuts, using the water pipe did not account for the max mental health limit tied to interest points. - If the skill protector 5 was active, in the interface window and game UI shortcuts, using the vitamin kit did not account for the max mental health limit tied to interest points. - The hold button for interaction texts in the underground areas was misaligned and positioned too high; it has been adjusted to align like the surface version. - When teleporting to checkpoint 5, players would not arrive directly next to it. The same issue occurred when defeated and respawning at this checkpoint. This has now been fixed. - If teleportation from a checkpoint to the base was unlocked, a visual FX was supposed to appear around the checkpoint, but it did not. This has been corrected. - In QWERTY, the keyboard key to use the plasma blades was set to the "A" key, whereas it should have been the "Q" key. This caused the plasma blades to attack every time the player moved left if the cooldown was ready. - The window of the teleporter room had no collision. - The door with the blue force field in The Machina room wouldn't open even after the force field was destroyed. You had to return to CECLON to open it. - Once the protected condensed dark energy was picked up, it would reappear when returning to the surface of CECLON. - The Destroyer 3 icon was linked to the same icon as Destroyer 1. As a result, when both the Destroyer 1 and Destroyer 3 skills were active, and the Destroyer 1 skill was removed, the Destroyer 1 icon would still appear next to the gauges on the UI, while the Destroyer 3 icon never showed up (these two icons are meant to indicate that the conditions for the skill to be active were met). - Picking up the protected condensed dark energy while having more than 95% dark energy could result in exceeding 100%. - The color of the auto-treatment system, once equipped on Jensen in the underground, did not display the correct color. - The achievement for The Machina was only granted if the ultimate Machina difficulty was completed, whereas it was supposed to be earned by completing the UNFAIR difficulty just below it. This has now been fixed. - The base's reassignment stats device wasn't working for the battle drone. - The base's reassignment stats device didn't play a "denied" sound if the prerequisites weren't met. - Resetting the character's and battle drone's stats using the base's reassignment stats didn't restore many of their original stats correctly. - When crystals were spent in the base's reassignment stats, the window interface inventory didn't update the crystal count. - If stats were reset multiple times in a row with the base's reassignment stats device, the FX wouldn't restart from the beginning. - In the final scene, the texts were swapped between the perfect ending and the bad ending (the good ending was not affected). - In the final scene, the info bubble icon above Jensen's portrait in the dialogue window was not properly positioned. - In the intro scene, the portraits were not correctly placed in the dialogue window.

Source

Steam News / 19 January 2025

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