PARKSIDE: DECAYED SOUL MANIPULATION · published
Hey everyone!
Thanks for being so patient waiting for this patch. There's a lot included, ultimately making the game a lot more stable and enjoyable. Changelog follows -
QOL AND FEATURES:
-Mouselook should now be smoothed for many players at high refresh rates and framerates
-Changed controls now guaranteed to save properly
-Added an option in the main menu for enabling automatic ladder mounting
-Added an option to switch between toggle and hold-style leaning
-White highlight around inventory items added when moused over.
-Right mouse button / Aim can now be rebound
TWEAKS:
-Many cases where stray kills were added to the killcount have been fixed.
-NPC stealth detection tweaked again, making stealth even more viable
-NPCs do not immediately aggro now due to explosions if you are not witnessed
-NPCs will question you if they discover a corpse or knocked-out body, rather than becoming hostile
-NPCs will only activate alarms if the player was the source of aggro.
-NPC strafe behaviour altered slightly to be less erratic but still a challenge.
-New item moving and stealing logic and dialogue for NPCs.
-Alarm behaviour has changed; guards will rush to the site of the sounded alarm and will question you rather than immediately attacking. Alarms no longer activate turrets.
-9mm Panther recoil increased
-Weapon drop origin point changed to the camera origin rather than in front of the player, to prevent clipping.
-Tanks now roam more often and do not jitter when they stop
-Dialogue for Janet in Mission 2 Part 2 now has a better threshold for hostile dialogue
-Drowning now causes more damage per second.
-Better momentum preservation when cars explode.
-Tank turrets now fly further when they explode.
-Datapad in Mission 2 Part 1 with keypad code has changed location.
-Lockdown Club should no longer sometimes be abandoned.
-Gang members in Mission 2 Part 1 should no longer exit the building and attack while talking to their leader.
-Secondary quest NPC in Mission 7 Part 2 should no longer trigger a nearby landmine.
-Ditto for occupants of a room in Mission 3 Part 1.
-Neuroblast addicts moved in Mission 3 Part 1.
-New prompt acknowledging the objective in Mission 7 Part 2.
-EMP explosion radius increased.
-Invisible wall on a roof in mission 10 removed.
-Phantom can no longer be activated underwater, to avoid bugs.
-The stungun can now kill Abominations.
-Abominations' damage against humanoid NPCs increased.
-Standing up behind an enemy from crouching should not immediately cause them to notice you, until you start moving.
BUGS:
-More sources of fire can now be absorbed by Ward, and it now extinguishes fire and offers total protection when active.
-Invisibility causing issues with some NPC activation triggers fixed.
-Playtime on save slots fixed after starting a new game.
-Area in Mission 2 Part 2 where enemies could enter a wall was fixed
-Can no longer take the gun out of a person's hand trying to kill themselves
-Bug where Biohack causes strange player and camera rotation fixed
-Groundskeeper in Mission 4 should no longer be able to escape the map, and he no longer flees due to combat or having a weapon shoved in his face (he is lazy, and blind)
-Instances where game history is updated twice fixed.
-Disappearing weapon pickups when swapping weapons has been fixed.
-Softlock areas, world holes, and gaps in invisible walls fixed in many missions.
-Inaccessible PC and datapad in Mission 8 fixed.
-Turret shooting through wall in Mission 8 fixed.
-Ending cutscene lighting fixed for one ending.
-Exiting a car tipped on its side or midair should no longer result in the player being stuck inside it in some instances.
-Floating soldiers' equipment in one variant of Mission 10 removed.
ADDITIONS:
-New dialogue for the bartender in Mission 6 Part 1.
-New dialogue option relating to objective in Mission 6 Part 1.
-Texture change for tanks when they explode.
-New dialogue and quest logic added for Mission 7 Part 1's second sidequest.
-New Administrator dialogue following "failure" of Mission 1.