Focus Entertainment has announced the Aliens Dark Descent update 1.04 patch notes for you to gawk at, and this is a whopper, coming with a huge range of bug fixes for the game. Check out the full details below.
Major bug fixes
- Addition of a security to avoid the players from triggering the ARC tutorial while being in the Command Room narrative sequence in Dead Hills (Mission 1) which resulted in a blocker.
- Amputated marines are no longer visible on the Mission Report, a message indicating the marines is in the medbay is added.
- Improvement of a previous fix that was unlocking Olduvai (Mission 11) for players stuck at the end of Pryce of Deception (Mission 10).
- Using the skill Incineration inside the ARC/APC will block the extraction and the movement of the squad.
- Fix a crash that was occurring when a marine fell through the ground, got deleted by the game and the player clicked on the marine’s card.
- Fix of many blockers that could occur on the Cover tutorial of Berkley’s Dock (Mission 2).
- The attribute Smart Ass can no longer be proposed to the Tecker class.
- It is now impossible to spam the RB/R1 gamepad button to do the first phase of the Sector Map tutorial in Dead Hills (Mission 1) to prevent a blocker.
- Improvement of the performances when aiming with a skill.
- The Psychiatric Care Unit is no longer accessible before unlocking it.
- Addition of a security to avoid a blocker during the First Deployment Tutorial between the Prologue and Dead Hills (Mission 1).
- The squad will now be teleported inside the defense room to avoid blocker in Harper’s Hell (Mission 3)
- You cannot extract during the Crusher reveal to avoid blocker in Dead Hills (Mission 1)
- Fix performance problems caused by the drone in the Harper’s Hell (Mission 3)
- The objective “Get rid of the guardians” in Olduvai (Mission 11) will now trigger properly when deploying or redeploying your APC to a specific waypoint
- Fix of many pathfinding problems during the last mission (Mission 12)
- The marine panel will now correctly update the statistics of the marine when affected by an specific state (ex: Tired)
- Improvement of the performances when exploding a barricade
- Fix some cases where a mission can’t be completed at 100% even when all the objectives are completed.
- Fix of the lift during the mission of the “Tantalus Base” (Mission 08) where the lift may stay stuck once inside.
- Fix of the lift during the mission on “Pharos Spire” (Mission 10) where the outside doors don’t open on the first floor (Office Floor) after completing the objectives.
- Fix of a crash occurring when a marine dies while interacting.
- Fix of a bug where a marine can be pushed outside of the map resulting in a blocking situation (The marine is now teleported back to closest valid position).
- General Stability Improvement and several fixes on various crashes.
Minor bug fixes
- Being in the option menu was still counting in the mission duration statistic.
- The lift that allows you to go from the Refinery (Mission 3) to Olduvai (Mission 11) will always be on the floor the squad is on.
- Fix a cover that was not working in the Basement -2 in Olduvai (Mission 11).
- The marine’s animation will not loop anymore when spamming the validated button during the marine attribute selection.
- Increase ‘Stubborn’ label font size to make it more noticeable when it’s in effect.
- Shelter icon will disappear if the door has been destroyed.
- “Overloaded Deployable Motion Tracker” can no longer be interacted with after they explode.
- Loading a save inside a trigger box no longer triggers all the events on the map.
- Dead marines with the personality trait “Kleptomaniac” will no longer steal materials.
- Aggressiveness gauge will be the same in the tactical view and when opening the map.
- The Precision Shot now correctly makes noise when used against Eggs.
- Reduced the ragdoll of “big” xenomorphs when killed by explosions.
- Pressing “Confirm” a few times to extract marines will no longer leave the UI message on screen.
- You can no longer interact with survivors through the Fog of War.
- The C4 is now correctly appearing on the barricade at the end of the interaction.
- Attempt to fix the Recon cloth movement when the active pause is pressed or released.
- The Drone can no longer weld from its position, it will correctly reach the door first.
- The Drone’s welding now plays the correct VFX.
- The Stop order can now also cancel Drone orders.
- Tweaking of the Codex UI for better navigation.
- Wheels of the APC will not spin during the descent to Omicron Dig Site (Mission 11).
- Increase of the rat speed in Nuclear Protocol (Mission 5) to avoid the player catching him up and breaking the narrative sequence.
- The animation of the UI when picking up a sentry will now be played correctly.
- The Fog of War will be correctly removed when you destroy a wall and leave the room before the explosion happens.
- The datapad shortcut will no longer open the Sector Map UI if it was the last Map mode that was open.
- Fix some shelter issues on Harper’s Hell (Mission 3).
- Fix a spawn that was eligible for massive onslaught even though the area was not unlocked yet in Harper’s Hell (Mission 3) creating a blocker.
- Tweaking of the animations of Otago’s UI.
- Fix of a room where it was impossible to create a shelter in Olduvai (Mission 11).
- Opening the map during the installation of a sentry will no longer make the ammunition of the sentry disappear.
- Fix of the animation when opening the map.
- Part of the UI could stay while the map was open.
- Fix many collision issues across all locations.
- Warriors can no longer jump on a marine that is welding a door to prevent the xenomorph from getting stuck inside the door.
- The objective marker “Check your cameras” in Pryce of Deception is now displayed at the right position.
- Fix the tooltip of “Tired” state in the Inspect Squad tab of the map.
- Aliens will no longer get stuck inside slopes when dashing.
- Making noise with a drone will now correctly set the Hive awareness to Detected.
- A message will be displayed when a marine carrying a follower is outside of the lift but the rest of the squad isn’t.
- Moving the drone no longer removes the cover from the marines.
- Marines’ lights could be partially broken when carrying someone and after dropping it on the floor.
- Fix some parts of the UI in the Otago’s Armory.
- The head’s rotation of synthetics in the last mission (Mission 12) now works as intended.
- Fix an issue occuring in some languages where the text indicates that a marine is inside the ARC/APC was overlapping the marine card.
- Some texts were not correctly aligned in the description of the missions in the Mission Selection Screen.
- A Marine in “suppressive fire” state can now perform a reprimand.
- Moving the cursor outside of the Command Deck in the Prologue won’t block the progress anymore.
- Prevent an issue during Pharos Spire (Mission 10) where the elevator to reach the Security Floor could not work under specific conditions.
- During the mission located on “Refinery” (Mission 03) fix of the doors at the North east of the map on the ground floor, where the ARC can get through a closed door.
- Fix of the enemy position in every mission to avoid them being stuck in the environment.
- Fix of the objective indicator of the mission located in “Pharos Spire” (Mission 10) indicating the wrong lifts.
- During the mission “Pharos Spire” (Mission 10), a door of a building has been closed on the ground level next to the spire, to avoid the squad being potentially attacked from an ambush during a scripted sequence.
- Fix of the marines watching in the wrong direction after going out of the Carrier.
- Add security to avoid a crash occurring during the lift transition between “Berkley’s Dock” and the “Montero”.
- Enemies stuck under the map can no longer block an interaction if your squad sees them.
- Fix a crash occurring when the player uses the flamethrower and cancel it before validating it.
- The player can no longer rebind the Left/Right mouse buttons to avoid blocking situations during the game.
- Fix of the Marine’s sight on “Dead Hills” (Mission 01) to avoid them being able to see inside rooms while being outside.
- Fix of an issue triggering a game over if the last living marine of the squad is inside a Power Loader.
- Fix of the “Massive Onslaught” GUI not displaying when loading a save made during a massive onslaught.
- Fix of the cursor not displaying when the player has ordered a “leave mission” or a “redeploy” to another location and the squad is killed while extracting.
- Fix of an issue when spam clicking on the cancel button above the marine inside a lift resulting in the cancel button staying displayed indefinitely.
- Fix of a glitch occuring on the skill menu and interaction menu, where the error message displayed the wrong information if the player moves too quickly between the options.
- The cinematics subtitles are no longer visible when disabled.
- During the cover tutorial of the prologue, add a focus and orient camera on the cover position to reach, to avoid a blocking situation for widescreen users.
Lighting
- The light displayed above the drone to better see it no longer cast shadow on the floor.
Localization
- Fix of an objective that was mentioning the APC before it was unlocked in Berkley’s Dock (Mission 2).
- The Powercore in Atmospheric Nightmare is now properly localized.
- Fix of the “Egg” Codex Entry to match the design.
- Fix of some bullet points on the “Stress Factors” Codex entry.
Balancing
- It is now impossible to redeploy your squad during a Massive Onslaught.
- Improvement of the Praetorian behavior. It now makes a circular attack when passing through the squad.
- The Synthetic bodies can longer be interacted with in the fog of war.
- Flamethrower isn’t blocked by explosive barrels anymore.
Quality of Life improvements
- Addition of an option to limit the FPS on PC only (60/120/144/Unlimited).
- Addition of a campaign option to disable the Death Clock.
- Addition of a campaign start option to skip the Prologue once it has been completed at least one time.
- Tweak some acknows to improve the pacing.
- Addition of music in the marine deployment and the mission return screens.
- Addition of an autosave in the Otago when returning to the main menu or leaving the game.
- You can dismiss dynamic pop-up with right click.
- Doors of a shelter will now have an icon above them to help players identify which one is required to be welded.
- Rework of the Xenotech Panel to accommodate 11 slots.
- The player can no longer leave the control mapping menu without resolving input conflict.
- Marines ordered to carry or enter a Power Loader are no longer eligible to perform one of the following interactions afterward: place a mine, sentry, deployable motion tracker, tripod.
[Source – Aliens Dark Descent Patch Notes Via Focus Entertainment]