Major Update: Support end-to-end controller play and bug fixing
Hey Scavengers!
We're back with a new update which brings support to end-to-end controller play via Steam Input, while also targeting bugs as some are still very present in the game and we always make our priority into getting rid of these first!
You can read the detailed Patch Notes of all bugs fixed and the new Steam Input changes at the end of this news, don't hesitate to let us know if new bugs arise or others persist so we can investigate them as soon as possible! Thank you again for your patience and for taking the time to share your feedback to us!
Credits to Ironnow for the screenshot of this news cover: Steam Community :: Screenshot
PATCH NOTES v1.2.0
New Features
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The game now supports end-to-end controller play (Steam Input) on PS4/PS5, Xbox. Discarding any custom version of the steam input configuration is required;
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Stick targeting: free world cursor and camera-relative targeting in the isometric view, with a magnet that snaps to doors and interactive props;
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Enemy targeting (XCOM-style): shoulder buttons cycle through visible enemies clockwise around the player. Confirm to lock onto an enemy, then use the shoulder buttons to cycle through body parts (legs/torso/head). A second confirm executes the attack. Cancel steps back one level at a time (body part > enemy > action);
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Covers all action paths: Move, Attack (single-target/cone AoE), Melee, Push, Switch Places, Reposition (two-stage), Grappling (Pull/Jump), Explosives, and Change Weapon;
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D-pad navigation for the action stack and all menus (pause, inventory, arsenal, market, wardrobe, mission selection, and dialogs);
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Moving the right joystick horizontally rotates the camera, while moving it vertically adjusts the zoom. Pressing the left joystick makes the camera focus on the player;
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Left Joystick as mouse pointer on menu UI screens (inventory grid, settings, save/load);
Added
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Added controller icons (Steam) shown in the GUI when a controller is used/detected/disconnected; shortcuts hidden when a button has no gamepad binding, or in the pause menu/submenus while using a controller;
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Added gamepad glyphs in Settings > Controls when using a controller;
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Improved visual feedback for NEXT/PREV buttons in the Document Viewer with a controller;
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Added a user-facing frame rate cap setting, replacing the hardcoded 80fps;
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Added a Settings toggle for minimap rotation with the camera;
Weapons & Inventory
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Fixed black screen on knife with controller;
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Fixed the attack pattern calculation for the Shotgun and Assault Rifle so they can shoot through cells;
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Fixed having to click twice on an arsenal item to see its description if one was already selected;
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Fixed inventory item context menu not fully visible on bottom rows with the Gear Pouch upgrade;
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Fixed Katana drawing animation playing twice on dying/reloading the mind node;
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Fixed cheat-spawned weapon/ammo leaking into the main menu when the inventory is full;
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Fixed katana attack animation not connecting with the enemy;
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Fixed being able to use the grappling gun on an open cell door;
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Fixed assault rifle showing the grenade launcher in its 3D model before the upgrade;
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Fixed valuables appearing twice in the key item inventory after reloading;
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Fixed items moving to the currently selected inventory class instead of their actual class;
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Fixed being unable to unequip weapons from the arsenal-inventory menu;
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Fixed duplicate molotov on throw;
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Fixed fire rocket animation;
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Fixed rocket launcher rotation when discarded;
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Fixed katana not visible after replaying a mind level;
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Fixed a crash from casting selected_action to AttackAction when Movement was selected with a weapon equipped;
Visuals, cutscenes & dialogues
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Fixed HUD panels reappearing mid-cinematic between dialogue batches;
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Fixed Military Base's first room having no name;
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Fixed red outline and interact icons staying on zombies after interacting with a locked door;
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Fixed dining room key dialogue triggering before finding the room;
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Fixed white outline persisting during and after dialogue with Frank;
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Fixed key dialogue triggering after dying at the same time as a SWAT zombie in the showers;
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Fixed G.Gun "blocked wall" feedback staying stuck after changing action selection;
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Fixed gadget feedback after killing Hugo;
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Fixed weapon UI and upgrade UI overlapping;
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Fixed weapon UI disappearing after ending turn;
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Fixed tentacle death animation delayed when killed while stunned;
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Fixed weapon dropped on interact with mind node, animation;
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Fixed jumping animation delayed after reloading weapon;
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Fixed no stun animation for SWAT zombie using shield after using shield;
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Fixed rooms staying dark during the first mission-intro cinematic;
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Fixed Asylum props;
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Fixed Electric VFX in fog;
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Fixed collisions in Apartment Complex and Asylum;
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Fixed movement indicator and path ignoring floor height;
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Fixed water shader cost and per-floor water settings sharing one material;
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Fixed wrong rendering of SKIP and END TURN buttons in Spanish;
Loot & actions
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Fixed being unable to grab the box in the Northeast Passage;
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Fixed walls having an interaction point;
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Fixed document's displayed order changing depending on language;
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Fixed loot box UI showing on top of dialogue and cinematics;
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Fixed holes not being interactive with the mouse;
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Fixed Attack HUD button staying pressed after a non-attack selection;
Map & Minimap
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Fixed door from the floor below appearing on the minimap;
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Fixed key and document staying on the map after interaction;
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Fixed minimap FOV after killing all enemies;
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Fixed enemy dots showing outside the map;
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Fixed map and objective UI disappearing while running as a round passes;
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Fixed searched Security room reverting to "searching" after opening the map;
Combat & enemies
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Fixed Thomas teleporting / enemy turn taking too long when downed and ending turn;
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Fixed Lv1 Blind Hunter never attacking if you stay far enough away;
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Fixed explosive's explosion affecting water cells;
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Fixed hitting a stunned SWAT zombie's armor not waking it up;
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Fixed killing a zombie with a hit to the torso explodes its head;
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Fixed attack AoE marker tiles invisible under the dining room's rug;
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Fixed combat/encounter/tension music and loops not stopping on quitting to title, aborting, or loading a save;
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Fixed dead enemies remaining interactive/highlighted;
Camera
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Fixed skipping dialogue stopping camera movement;
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Fixed camera not focusing on the character after dying in exploration mode;
Controller & save system
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Fixed autosave showing another save's info;
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Fixed controller right stick camera movement stuttering on direction reversal;
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Fixed gamepad ghost keyboard/mouse-mode flicker;
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Fixed assign the proper action name to Change Weapon button so it shows the correct shortcut when using keyboard or gamepad;
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