Added
- added stamina indicator to HUD.
- added ability to move ammo from the container to the inventory and back by double-clicking.
- added game autosave after intro cut scene.
- added items to secret locations in the Swamps level.
- added ability for the Duty technician to upgrade exoskeletons.
- added ability for the Freedom technician to upgrade AC-96/2.
Changed
- increase the amount of money the Bandit faction trader has.
- considerably increased the likelihood of getting a “return item” job at the Cordon, Agroprom and Military Warehouses.
- removed machine gunner and sniper invulnerability at the Deserted Hospital level.
- during ejaculations the player no longer loses control if he is in cover.
- increased monster vulnerability to grenades.
- fixed ammo and armor prices.
Fixed
- fixed error related to a large number of ammo in crates in camps, which caused a crash due to excessive identifiers.
- fixed error which damaged save game files after switching between them in the loading menu, which caused various random errors while playing.
- fixed error which caused the Bandit faction trader to take money from the player for completing the “Take over the flea market together with the bandits” job, instead of giving him money.
- fixed error which prevented the main mission from appearing in the Limansk level if the player entered it from the Red Forest level before completing the “Help Clear Sky capture the bridge” job.
- fixed error which caused the situation during the “Help Clear Sky capture the bridge” job to be saved incorrectly.
- fixed error which caused a crash during the conversation with the Freedom squad leader near the mercenary base.
- fixed an incorrect patrol route at the Military Warehouses level, which caused crashes.
- fixed error in the Freedom leader dialogue, which caused a crash if the player, having brought back the dead squad’s PDA, closed the dialogue window early and then reinitiated the dialogue.
- fixed error in the mugging scene which caused a crash.
- fixed error which caused the Freedom technician to not take his friend’s PDA on job completion.
- fixed error which prevented the “Talk to Wild Napr” job from being completed if the diggers had already been freed from the concentration camp.
- fixed error at the Cordon level which allowed the machine gun to continue firing, even after the machine gunner had been killed.
- fixed error which caused a crash at the entrance to the Dark Valley level.
- fixed error at the Dark Valley level which caused a crash if the tunnel at the mercenary base was blown up prematurely.
- fixed several random crash errors.
- fixed some errors in the Faction War.
- fixed error which caused squads to leave control points.
- fixed error which caused a crash when attempting to load the last saved game if there were no saved games.
- fixed error which caused a crash when attempting to throw away a weapon twice using the “Throw away weapon” button with an open inventory.
- fixed error which caused premature activation of level-to-level passages.
- fixed error which prevented the “Kill blind dogs” job from being completed if the digger killed the dogs himself.
- fixed error which made it possible to complete jobs to deliver items even if there weren’t as many items as needed, causing a crash.
- fixed error which caused a crash if all members of a squad which gave the player a job died.
- fixed frequent server and client crashes in the multiplayer.
- fixed error which caused weapon mods to disappear if weapons were left at a considerable distance away from the player.
- fixed error which prevented the message informing the player that he is leaving the crow shooting area from disappearing.
- fixed some errors related to ejaculations, including crash errors.
Last edited by Dr. kitteny berk on September 11th, 2008, 18:39, edited 1 time in total.
Well, the patch seems to have fixed the 30-second crashing problem I had, infact it's been pretty smooth without many noticable glitches.
I only played up until you climb the tower and the ejaculation comes, which was a bit disappointing. I thought the ejaculations would be more spectacular, but there's like a storm on the horizon which was where I thought the ejaculation was going to come from, but when the ejaculation hits, it just goes a bit staticy, people die then it goes red and I black out. I'd expected ejaculations to be a bit more like the ejaculation in the intro video - that was a most pleasing ejaculation.
FatherJack wrote:Well, the patch seems to have fixed the 30-second crashing problem I had, infact it's been pretty smooth without many noticable glitches.
I only played up until you climb the tower and the ejaculation comes, which was a bit disappointing. I thought the ejaculations would be more spectacular, but there's like a storm on the horizon which was where I thought the ejaculation was going to come from, but when the ejaculation hits, it just goes a bit staticy, people die then it goes red and I black out. I'd expected ejaculations to be a bit more like the ejaculation in the intro video - that was a most pleasing ejaculation.
new favourite swear felcher.
The ejaculations are just the same as the blowouts in SoC, nice scary threat, but basically disappointing.
Hopefully the ejaculations will be used to better effect in CS, They worked nicely in the OL mod, on more than one occasion I barely made it to safety.
Also, the whole of the swamp (IME) runs like shit and should be treated as a training area, nothing more.
I conker. The opening vid made a convincing case as to why you should run like a motherfucker. Actually standing about and doing very little takes less effort. Given I've never been fully clear on what cover even counts, I generally climb into some shitty house and watch things fall over permanently. Has anyone climbed into some scabby rail cart thing and been 'in cover'?
HereComesPete wrote:I conker. The opening vid made a convincing case as to why you should run like a motherfucker. Actually standing about and doing very little takes less effort. Given I've never been fully clear on what cover even counts, I generally climb into some shitty house and watch things fall over permanently. Has anyone climbed into some scabby rail cart thing and been 'in cover'?
Play the first 5 minutes of CS to discover that.
In the OL mod, I found you had to be pretty well covered to survive, but I usually ended following NPCs, because that's the sensible thing to do.
I got in the house next to the tower, but that first one's probably scripted anyway.
Seems I spoke too soon anyway, it BSODed blaming the nVidia drivers (175.19) when I stepped outside after talking to Nimble. Can't really be arsed with that.