- Patch Description
- ------------------------------------------------------
- Updates 1 and 2 are required for this update to install properly
- ROTT Update 3 Patch v1.1 Changelog:
- *Note: this changelog does not take into account the thousands of meshes replaced, merged or removed to improve overall game performance
- General Fixes:
- * Playable character speeds balanced and better jump control
- * Taradino: 2.5% Slower
- * Doug: 7.5% Slower
- * I .P: 5% Slower
- * Thi: No Change
- * Ben: No Change
- * Larry: 2.5% Slower
- * Leo: 2.5% Faster
- * John: 7.5% Slower
- * Lorelei: 2.5% Faster
- * Groz: 5% Slower
- * Bob: No Change
- * Arturo 2.5% Slower
- * Nolan 5% Slower
- * Fabio: 2.5 % Slower
- * Hoeg: 7.5% Slower
- * Added Anti-Cheat/exploit leaderboard prevention
- * Changed multiplayer listing server to be more stable
- * "Disabled crosshair" no longer resets when hosting a new server
- * Default Mouse Sensitivity is now 25
- * Default FOV is now 85
- * Weapons no longer disappear when picking up other weapons when in God mode
- * "Yes / No" no longer re-selectable when exiting the game. Yes means yes. NO MEANS NO!
- * “The Feiner Things" achievement fixed
- * Firebomb viewmodel is now displayed correctly in 5:4 resolutions
- * Tweaked blood hit effect for performance gains
- * Tweaked God mode explosion effect for performance gains
- * Blood Spray from gibs effect capped to increase performance (entrails are enabled by PhysX support in launcher)
- * Overworld Map - E4L4 box no longer shows over checkpoint selector
- * Added Walk function (default Left Shift)
- * Decals are now active by default
- * Health bonuses are now based on percentages
- * Game brightness is now saved properly
- * Split missle is now saved upon reaching checkpoints
- * Fixed infinite ammo projectile weapons glitch
- * In-game FPS counter can now be turned on permanently in main menu
- * Popup combo information can be turned off in main menu
- * Fixed HUD fade issue
- * HUD fade and size is now restored upon checkpoint load
- * If crosshair is disabled it'll no long show up while aiming
- * Robots no longer block weapons once they are dead
- * Fixed God mode weapon switch exploit
- * Key rebind issue fixed
- * Lightshafts are disabled by default
- * Fixed suicide achievement exploit
- * Breakable objects that don't inflict damage will no longer cook health
- * Removed Drunk Missile spin down delay (You don’t have to wait for it to spin-down anymore)
- * Fixed corrupted checkpoints when starting game from overworld and then restarting from
- checkpoint
- * Reduced split missile put down time when empty
- * Weapon Loadout Exploit fixed
- * Removed pointless main menu idle state
- General Multiplayer Fixes:
- * Added popup message after disconnection from multiplayer server
- * Projectile based weapons will now properly count kills after instigator dies
- * Added new map playlist manager with map rotation
- * LDKDedicatedServer will now filter out all alphanumeric characters from server name
- * Added new multiplayer map browser
- * Fixed non-moving Interpactors (GADS, etc)
- * Fixed players touching an interpactor, the camera would move to a random position
- * Fixed multiplayer music not playing properly
- * Fixed Mercury mode lasting FOREVER
- * Fixed issue with some players turning invisible (superpowers not allowed)
- * Added dedicated Team spawns for TDM/CTF modes
- * Taradino and Lorelei no longer have stretchy gibs in multiplayer
- * Spawn points in Team Deathmatch are no longer random
- * “Weapons free” voiceover is re-implemented
- * Flamewall is no longer eating all asbestos armor and health. Now deals 75 dmg over the duration of 5 secs.
- * “Combat starts in…” -sound no longer restarts every time a player joins a match
- * Getting killed while the game ends no longer allows you to move around while the scoreboard is displayed
- * Pistol is now selected by default after running out of ammo for other weapons
- * Firebomb in multiplayer now does 25% less damage (75 dmg. per. explosion)
- * Multiplayer main menu no longer breaks if you have console on while getting kicked out of a game
- Level Design Fixes:
- * E1L1 - Fixed area where player could get stuck in ‘gad graveyard’
- * E1L1 - Fixed falling debris interfering with AI pathing
- * E1L1 - Fixed area where player could get stuck behind metal crates
- * E1L1 - Fixed area where player could get stuck on pipes
- * E1L1 - Fixed enemies respawn upon loading checkpoint
- * E1L1 - Fixed Player getting stuck on pillar.
- * E1L1 - Fixed Rocketjumping to out of bounds areas
- * E1L1 - Fixed Getting stuck under falling debris after loading Gadzooks
- * E1L1 - Fixed Door before exit not colliding with missiles
- * E1L2 - Fixed area where player could get stuck on wooden crates
- * E1L2 - Secret 1 - Fixed area where you can get stuck behind these metal crates
- * E1L2 - Fixed areas where player could get stuck on Sandbags
- * E1L2 - Fixed Checkpoint exploit
- * E1L2 - Fixed monk meals respawning
- * E1L2 - Fixed all out of bounds rocket jump areas
- * E1L2 - Fixed area you could get crouch stuck
- * E1L2 - Fixed flag clipping into geometry
- * E1L2 - Fixed checkpoint exploit (2)
- * E1L2 - Script bug in first switch building
- * E1L3 - Fixed Fixed secret button shadowing
- * E1L3 - Fixed not getting hurt by flame traps when crouched at the Flamewall secret
- * E1L3 - Added shootable glass that the player can move through
- * E1L3 - Fixed areas you could get trapped in
- * E1L3 - Fixed shootable secret trigger
- * E1L3 - Fixed weird door lights
- * E1L3 - Fixed Checkpoint Out of Bounds issue
- * E1L4 - Optimised some areas in the panopticon
- * E1L4 - Fixed areas where player could get stuck behind moving spike walls
- * E1L4 - Fixed area where player could get stuck on pipes
- * E1L4 - Fixed traps not moving on checkpoint load
- * E1L4 - Fixed cell door blocking
- * E1L4 - Fixed prisoner voice volume
- * E1L4 - Fixed shadowing issues
- * E1L4 - Fixed mis-algined geometry and holes to skybox
- * E1L5 - Fixed rocket jump exploit
- * E2L1 - Blocked off area player isn’t supposed to reach
- * E2L1 - Moved floating trees
- * E2L1 - Fixed Secret trigger size in god mode area
- * E2L1 - Fixed Being able to walk outside the map
- * E2L1 - Fixed area you could get trapped behind crates
- * E2L1 - Fixed area you could get trapped behind triad logo
- * E2L1 - Fixed lightbeam collision
- * E2L2 - Bouncy castle flags and flag holders no longer have collision
- * E2L2 - Fixed switch not activating on loading Last checkpoint from overworld
- * E2L2 - Fixed area player could move into while level loads
- * E2L2 - Crusher ceiling fixed, now has proper damage
- * E2L2 - Fixed fire puzzle exit door, so player can’t get stuck
- * E2L2 - Fixed collision one of the rotating pillars
- * E2L2 - Fixed box poking thru wall
- * E2L2 - Fixed bouncy castle secret door
- * E2L2 - Fixed being able to fly or rocket jump outside the map
- * E2L2 - Fixed out of place brick
- * E2L2 - Fixed getting stuck on table in secret area
- * E2L2 - Fixed Wall streaming in background
- * E2L2 - Fixed Classic music not playing on level end
- * E2L2 - Fixed navmesh on balconies
- * E2L2 - Changed bouncy castle GAD movement
- * E2L2 - Top of lava wall in secret area now deals damage
- * E2L2 - Box debris in Blade Runner Part Deux secret now has a texture
- * E2L3 - Classic music is now playing properly
- * E2L3 - Fixed checkpoint exploit x2
- * E2L3 - Fixed Wall collision
- * E2L3 - Fixed areas you could get stuck in
- * E2L4 - General streaming and cull size optimisations (Performance)
- * E2L4 - Prisoners now always get killed by meat grinder
- * E2L4 - Fixed area you could get stuck in
- * E2L4 - Fixed switches working through walls
- * E2L4 - Fixed prisoner cage sounds and switch times
- * E2L4 - Fixed boulder rubble
- * E2L4 - Final secret can no longer be triggered by flamewall
- * E2L5 - Fixed Getting stuck in the walls during phase 2-3 transition
- * E2L5 - Fixed chance of two krists spawning.
- * E2L5 - Pitch black textures in lower Krist arena
- * E2L5 - Fixed issue where standing near Krist woul'nt hurt you
- * E3L1 - Backtrack fix
- * E3L1 - Made door switch idiot proof
- * E3L1 - Fixed Mr Roboto’s wall from exploding too early
- * E3L1 - Fixed Mr Roboto’s movement
- * E3L1 - Fixed Respawning enemy
- * E3L1 - Lowered reverb
- * E3L1 - Fixed area you could get trapped
- * E3L1 - Third checkpoint: “Excalibat secret” button can no longer be triggered from outside.
- * E3L1- Enemies no longer missing upon loading “wonderwall “ checkpoint from overworld
- * E3L1- Triad's no longer getting stuck in door
- * E3L2 - Streaming, and other misc Optimisation (Performance)
- * E3L2 - Added walkway under GAD Tunnel so players can try again if they fall
- * E3L2 - Fixed crates spawning coins
- * E3L2 - Fixed unobtainable porridge
- * E3L2 - Fixed being able to be stuck in cargo lift
- * E3L2 - Fixed prisoner sounds
- * E3L2 - Starting water pool no longer reacting odd to moving boxes
- * E3L3 - Fixed Guard spawning under glass floor
- * E3L3 - Changed door open timers
- * E3L3 - Fixed Lava not damaging
- * E3L3 - Fixed Checkpoint exploit where you could backtrack with rocket jumping
- * E3L3 - Fixed enforcer getting stuck in door
- * E3L3 - Fixed areas where you could get stuck between 2 doors
- * E3L3 - Fixed area you could get stuck behind crates
- * E3L3 - Fixed area you could get stuck behind barriers
- * E3L3 - Fixed iffy vent collision
- * E3L4 - Fixed Checkpoint exploit where you could backtrack with mercury mode
- * E3L4 - Fixed minecart you could get stuck in
- * E3L4 - Fixed crane controls from getting bypassed
- * E3L4 - Fixed unobtainable porridge
- * E3L5 - Fixed areas where you could fly outside of the map
- * E3L5 - Fixed moving bazookas
- * E3L5 - Fixed area in cave you could get stuck
- * E4L2 - Fixed secret counter
- * E4L2 - Fixed window you could jump through
- * E4L2 - Gold key gate now moves slowly down, so if you get stuck behind it you can get out, the switch increases the gate’s movement time.
- * E4L2 - Pistol on balcony moves back and forth
- * E4L3 - Fixed Coffin collision
- * E4L3 - Fixed getting stuck on blade traps in dog mode
- * E4L3 - Fixed lava damage
- * E4L3 - Fixed respawning enemies
- * E4L3 - Fixed unlit walls
- * E4L3 - Fixed global blade sounds
- * E4L3 - Fixed boulder damage
- * E4L3 - Fixed crusher wall damage
- * E4L3 - Fixed Getting stuck below rolling rock trap in secret area
- * E4L4 - Fixed secret platform switch
- * E4L4 - Fixed secret from being triggered multiple times
- * E4L4 - Fixed backtrack issues
- * E4L4 - Fixed possible checkpoint exploit
- * Secret 1 - Fixed rocket jump exploit
- * Secret 1 - Fixed blocking around ankhs
- * Secret 2 - Fixed pillar height interfering with jumps
- * Secret 4 - Significant optimisation and performance
- * Secret 4 - Fixed pistol pickup
- * DM1 - Fixed Truck collison, so weapons explode properly
- * DM1 - Fixed Rocket jump areas where players could get stuck on central tower and and wooden supports.
- * DM1 - Fixed dopefish pool collison
- * DM1 - Fixed dopefish pool water decals
- * DM2 - Rockets pass through GADs without exploding.
- * CTF1 - General Optimisations, removed ~1000 meshes (Performance)
- * CTF1 - Fixed blocking volumes so you can’t fly out of the map
- * CTF1 - Removed all dynamic actors
- * CTF2 - Blocked off areas you could fly out of the map