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Steam News20 January 20251y ago

v1.0.3 [patch 3]

CHANGE - Some texture color changes have been made to the Winged Nocturnes. BUG FIXES - Due to a change, the heavy shot no longer dealt damage unless upgraded at least once.

Full notes

Full THE DARK SIDE OF CECLON update

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What changed

0 fixes0 additions1 change0 removals
  • UI and audio
changedBUG FIXES - Due to a change, the heavy shot no longer dealt damage unless upgraded at least once. The penetration of the heavy shot will now decrease by 17 per upgrade instead of 25 because it initially dropped from 100 to 68. Upgrading it 4 times will therefore reduce it to 0. This means that enemies will take 100% of the damage, and even without upgrades, they will still take damage. - Reducing the damage multiplier of the shot from x3 to x2 when 10 light shots were fired caused the visual damage display to remain at x3 instead of updating to x2. - While inside the vehicle, the player could rotate the camera even if they were in the interface window or on pause. - Proofreading of texts in English. - In the undergrounds, if the player had a full inventory of water pipes while standing on the trigger for a water pipe and used their water pipe to pick up another, the interaction text would not appear even though the interaction itself worked. The same issue occurred with the artificial food pipe. - The level-up icons for the character and battle drone have been placed next to the experience gain icons at the bottom of the UI because the dialogue window could overlap them. - The boss health gauge and related information now properly appear beneath all other UI elements. Previously, the dialogue window did not overlap this section, causing an illogical visual issue. - When toggling the setting to pause the game during dialogues (excluding minor dialogues), if a minor dialogue was triggered, it would never resume. This left the dialogue icon visible without removing it, and no further dialogues would play afterward. - Traps on Winged Nocturnes did not immobilize them, and their texture did not change accordingly. - When Winged Nocturnes returned to their lair, the lighting effects from structures, Jensen, and the vehicle no longer affected their movement speed, even though they should have. - There was a problem in the dialogues that could go back or have the portraits not adapted to the text when you changed language and came back to the language already in use. - When activating or deactivating the pause game during dialogue combined with a language change, the dialogues could freeze or skip to the next dialogue.

THE DARK SIDE OF CECLON changes

changedBUG FIXES - Due to a change, the heavy shot no longer dealt damage unless upgraded at least once. The penetration of the heavy shot will now decrease by 17 per upgrade instead of 25 because it initially dropped from 100 to 68. Upgrading it 4 times will therefore reduce it to 0. This means that enemies will take 100% of the damage, and even without upgrades, they will still take damage. - Reducing the damage multiplier of the shot from x3 to x2 when 10 light shots were fired caused the visual damage display to remain at x3 instead of updating to x2. - While inside the vehicle, the player could rotate the camera even if they were in the interface window or on pause. - Proofreading of texts in English. - In the undergrounds, if the player had a full inventory of water pipes while standing on the trigger for a water pipe and used their water pipe to pick up another, the interaction text would not appear even though the interaction itself worked. The same issue occurred with the artificial food pipe. - The level-up icons for the character and battle drone have been placed next to the experience gain icons at the bottom of the UI because the dialogue window could overlap them. - The boss health gauge and related information now properly appear beneath all other UI elements. Previously, the dialogue window did not overlap this section, causing an illogical visual issue. - When toggling the setting to pause the game during dialogues (excluding minor dialogues), if a minor dialogue was triggered, it would never resume. This left the dialogue icon visible without removing it, and no further dialogues would play afterward. - Traps on Winged Nocturnes did not immobilize them, and their texture did not change accordingly. - When Winged Nocturnes returned to their lair, the lighting effects from structures, Jensen, and the vehicle no longer affected their movement speed, even though they should have. - There was a problem in the dialogues that could go back or have the portraits not adapted to the text when you changed language and came back to the language already in use. - When activating or deactivating the pause game during dialogue combined with a language change, the dialogues could freeze or skip to the next dialogue.

CHANGE - Some texture color changes have been made to the Winged Nocturnes.

BUG FIXES - Due to a change, the heavy shot no longer dealt damage unless upgraded at least once. The penetration of the heavy shot will now decrease by 17 per upgrade instead of 25 because it initially dropped from 100 to 68. Upgrading it 4 times will therefore reduce it to 0. This means that enemies will take 100% of the damage, and even without upgrades, they will still take damage. - Reducing the damage multiplier of the shot from x3 to x2 when 10 light shots were fired caused the visual damage display to remain at x3 instead of updating to x2. - While inside the vehicle, the player could rotate the camera even if they were in the interface window or on pause. - Proofreading of texts in English. - In the undergrounds, if the player had a full inventory of water pipes while standing on the trigger for a water pipe and used their water pipe to pick up another, the interaction text would not appear even though the interaction itself worked. The same issue occurred with the artificial food pipe. - The level-up icons for the character and battle drone have been placed next to the experience gain icons at the bottom of the UI because the dialogue window could overlap them. - The boss health gauge and related information now properly appear beneath all other UI elements. Previously, the dialogue window did not overlap this section, causing an illogical visual issue. - When toggling the setting to pause the game during dialogues (excluding minor dialogues), if a minor dialogue was triggered, it would never resume. This left the dialogue icon visible without removing it, and no further dialogues would play afterward. - Traps on Winged Nocturnes did not immobilize them, and their texture did not change accordingly. - When Winged Nocturnes returned to their lair, the lighting effects from structures, Jensen, and the vehicle no longer affected their movement speed, even though they should have. - There was a problem in the dialogues that could go back or have the portraits not adapted to the text when you changed language and came back to the language already in use. - When activating or deactivating the pause game during dialogue combined with a language change, the dialogues could freeze or skip to the next dialogue.

Source

Steam News / 20 January 2025

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