DOOM Update #2 - Release Notes
The latest free update for DOOM is now live! Here are the patch notes for DOOM's Update 2.
**DOOM Update #2 Release Notes **
Single Player Fixes and Optimizations
-
Fixed an issue where performance gradually decreased in the Polar Core level
-
Fixed an issue where the Gauss Cannon’s charged mod alt-fire did less damage than the base fire damage
-
Fixed an issue where players were unable to unlock the Argent Overload achievement/trophy if they began their progress after the release of Update 1
-
Fixed an issue where players were unable to unlock the Tinkering trophy if they began their progress after the release of Update 1 (PS4)
-
Fixed an issue where some users were not able to progress weapon and rune masteries after the release of Update 1. The “What Else Ya Got” achievement/trophy no longer is blocked for those who have not completed the “Double take” challenge.
-
Fixed an issue which prevented users from using Combat Shotgun mods when out of shells, with “Rich Get Richer” enabled.
-
Multiplayer damage indicators have been removed from the single player mode.
-
Fixed an issue where users experienced a crash to desktop while using current NVIDIA drivers. (PC)
-
Fixed an issue which prevented users from assigning menu-specific actions to the Steam controller. (PC)
**Multiplayer ** New Features
-
Added two new multiplayer game modes
-
Sector – Capture and Hold
-
Exodus – Capture the Flag
Improvements to Matchmaking
-
Fixed several cases of party invites not working after the host leaves.
-
Improved host migration success rate.
-
Fixed issues with network connectivity loss resulting in being unable to join future matches
-
when connectivity was restored.
-
Improved handling of party peers in the game lobby.
Fixes
-
Fixed several third-person weapon issues (animation shaking, customization not appearing).
-
Fixed an issue with the magnetism hack module where power-items would not return to their original position if the player died while in transition.
-
Fixed an issue where taunting many times in a row could cause the player’s third-person animation to be stuck in one pose.
-
Fixed cases of loading screen tooltips not showing up correctly.
-
Fixed issue with Clan Arena and Freeze Tag showing the incorrect amount of player icons on the HUD (top-left player indicators).
-
Fixed issue with level up rewards, including level up rewards not being awarded properly).
-
Fixed presentation issue in the Intro sequence (disabling weapon GUI being displayed early).
-
First person hands customization fixes (fixed some cases where first person hands customization meshes weren't being shown correctly).
-
Fixed duplicate selection boxes in the Challenges screen.
-
Fixed issue where the previously played map could be loaded into the playlist again.
-
Fixed issue with PS+ offer being shown at an inappropriate time (PS4).
**SnapMap ** Community HUB Improvements
-
Added Find Open Match, a public match browser displaying all available public lobbies
-
Added a Recently Played Maps list
-
Added ability to Subscribe to maps and browse them from the new Subscribed Maps list
-
Improved the Map Browser with additional sorting options
-
Added new unlockable images for customizing published maps (11 new backgrounds, 10 new mode icons, 20 new miscellaneous images)
-
Added icons on the Map Browser to identify Cloud/Local maps
Editor Functionality Improvements
-
Added God Mode and Infinite Ammo as testing settings for map authors
-
Added Movement Speed settings in the editor
Content Additions
-
Added a customizable Weapon Wheel that allows the player to hold any number of weapons
-
Added 30 new Hell themed Modules including indoor and outdoor environments Increased the number of weapons available by adding the Pistol, the Chainsaw and the Static
Rifle
-
Added Skull Keys, and Hell Barrel
-
Added The Unwilling to the available AI
-
Added the Mancubus as a selectable Player Demon
-
Added new Interactables including the Gore Nest, Hell Tablet, and Tripod Panel, a customizable touch screen panel
-
Added weapon-specific ammo to Pickups and AI drop tables
-
Added all new Hell Props including a giant demon skull, altars, cauldrons and more
-
Added construction props such stone blocks, rocks, columns, and arches for customizing
Hell environments
-
Added Launch Pads with logic to control distance, speed, direction, and destination
-
Added new FX to accompany the Launch Pads
-
Added new Demonic and Origin Hell Voice Speakers
-
Updated Speakers to include new instrument sounds
-
Added a Switch object which triggers only one output based on a specified index
-
Added a Custom Event object which triggers all instances of an event when any instance of it is signaled
-
Added three new Filters including Equipment, Weapon, and Cached Entity Filters
Improvements to Logic and Object Functionality
-
Weapons now have a property that allows players to pick up weapons when touched
-
AI have two new properties to Set Stagger Percentage, and Enable/Disable Stagger
-
Players now have the On Health Percentage Reached output
-
New style properties have been added to Light objects to create light FX such as blinking, strobe, rotating, and more
-
Props and Player Blocking Volumes now have a Static property that will return their
-
Network budget value, but will disable all inputs (show, hide, etc) during a match
-
Updated the Inventory entity to manage multiple weapons
-
Updated Player Loadout object to include Demon Player race selection
-
The AI Conductor behavior can now be altered when entering a module
-
AI spawning can be inhibited in a module through logic
-
Module Environments can be changed during a match with logic
-
Friendly AI health bars and POIs can be hidden or shown
-
Hazard damage can be set to a Variable
-
Color properties are now shown in a color swatch
-
A large health bar is now available as an Objective
-
Use Alternative AI Drop Table that simulates Campaign drops from demon kills
Fixes
-
Fixed the Spend input to result in a Spend Failure if it causes a Player/Team Resource to fall below zero
-
Fixed Player Demon hand jittering
-
Fixed the Network cost of Lights. This may result in previous maps having a maxed network budget. Map authors may need to remove other networked objects or use the Static property on Props or Player Blocking Volumes that aren't altered using logic.
Комментарии 0
Гостевые никнеймы не подтверждают личность. Все комментарии проходят проверку владельцем сайта.
Обсуждение ещё не началось.