Update #101: 23rd Century Hangover
First, welcome to all the new Knights pouring into New Boston during Party-Based Fest! Party on, heist on!
With the major milestone of update #100 behind us, it is time to set our sights forward and upward! Here comes Update #101 with some important rebalancing and bug fixing efforts. With Update #101, we've redone the cyber surgery recovery times for all implants to ensure they are fairer and more fun. We've also fixed a big bug with enemies throwing items and the noise that was making, resolved a problem with half-helmet masks, fixed reported bugs about the new maps, resolved a lingering issue with Turrets in the Ward War and close over 100 other F10 groups.
A huge thanks to everyone playing, posting and especially to those who left a review this week. And if you like a good saved game policy and free updates, please take a minute to leave a review
Our Save Game Policy and Updates
As always, we take your saved games very, very seriously. Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the many updates that will continue to come - heist on my good heisters.
Cybernetic Recovery Times
With Update #101, we've completed rebalance of all the cyber surgery recovery times within the game. We have aimed to standardize the recovery times taking into account the 23rd century medical and cybernetic cutting edge, which should bring down recovery times and get your team back in the field faster.
The rebalance shortens cybernetic recovery time to help encourage more upgrades, more implants and freer experimentation with the system.
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All implants now require between 4 to 10 days of recovery time (before any modifiers like a Contact who can go faster or slower)
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Recovery times are set by the implant type (all bone grafting is now 9 days) and recovery time no longer increases by the implant level (which made it harder and harder to implant higher levels)
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In general - skin implants like dermal are 10 days, bone grafts are 9 days, heart, lung and some leg implants are 8 days, field generators and most cybernetic class implants are 7 days, arm upgrades are 6 days while claw upgrades are 4 days, any matrix upgrade is 4 days and having your eyes done is 5 days. There are more categories than that, but this is demonstrative of the setup!
Please let us know how the new cybernetic recovery times sit with your team and how they might change your safehouse behavior when cybering up.
Enemy Thrown Items
With Update #101, we've resolved bug related the amount and type of noise created by enemies who are throwing any kind of item - from a grenade to a healing cloud to a concussion grenade.
A regression had snuck into the code which caused all of these thrown items - regardless of type - to alert nearby enemies and classify the alert as "hearing a gunshot."
So the fix here has been multi-pronged:
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Only explosives cause any amount of noise that could alert an enemy. Enemy healing clouds are no longer loud, etc.
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If the explosive explodes then the type of noise it makes is classified as a grenade explosion and the rest of the AI system reacts appropriately.
Half-Helmet Fixes
With Update #101, we've resolved an issue with half helmets in character appearance. When we added full helmets, rules were put in place to allow these helmets to come off and the character to have a full secondary appearance underneath the helmet.
This rule was incorrectly applied to half helmets for a while and we've now fully resolved that. Masks, beards and other "lower face" appearance options will continue to appear with half helmets now.
Thanks to @Drumheller for reporting this!
New Map Issues
With Update #101, we've fixed tons of minor issues with the new maps. Sometimes an objective could be floating - we've tacked it down to the floor again. Sometimes an enemy could be floating - we've tacked them down too! Some areas had strange invisible line of sight blockers - we've knocked them down.
Thanks to everyone submitting F10s this week on the new maps, they should now be in really clean shape and we will keep an eye out for any additional reports.
Ward War Turrets Fixed!
If you were possibly stuck at the begginning of the Brave Star side of the Ward War - we've been chasing your bug for a long time! It has been fixed a few times and hotfixes have gone out to push any players stuck in this state through (just restart the level!).
However, we're excited to say we finally found the root cause and have resolved it so that this should be the last time anyone sees it (in games in which the mission is generated after Update #101).
With this big catch-up Update #101, we've fixed for much more! So check out the release notes below -
v2.7.73 - Update #101: 23rd Century Hangover
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Rebalanced all cybernetic installation and recovery times - now ranging from 4 to 10 days of recover by type
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Fixed issue with enemy-thrown items (grenades, stun bombs, healing clouds, buffing clouds) would all make noise like a gunshot
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Fixed issue where putting on a half helmet (nose up) would remove a lower face mask
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Terminals that are locked by a Red Key now resist Skipjack attempts without Red Key
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Fixed bug in start of Ward War where turret might not appear on some difficulties
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Fixed Blueprint names coming out as code when hovering over lootbox with loot manifest
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Fixed reported map and story bugs!
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Fixed many typos and small story issues
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Fixed issue with Null Deal getting hung at 6/6 Crates and not advancing (just reload your game)
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Fixed issues with new maps sometimes lacking an extraction during the Null Deal expansion storyline
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Fixed issue with Null Deal's Gunslinger recruit sometimes starting in odd places far away from your team on level after recruitment
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Fixed map bugs with extraction zones you could accidentally "run out the back" on
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Improved state checking heist files dialog - if you need 4 files it no longer tells you that you have "all the files" at 3
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Fixed issues with Chinese font sizes and some fields not showing
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Fixed issues with some text not fully translated to Chinese (warnings in inventory, market, training)
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