Patch 1.0.X

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Empire of Sin
DLC Empire of Sin.png Empire of Sin
1.0.41.0.5
1.01.0.11.0.21.0.3

Patch 1.0.X are all patches beginning with 1.0.

1.0

1.0 was the release version and as such there is no changelog. The game was released on 2020-12-01.

1.0.1

1.0.1 is a hotfix patch released on 2020-12-03[1] updating the game build to 38741.

Bugfixes

  • Save corruption bug is now fixed
  • Free building upgrades bug is now fixed

1.0.2

1.0.2 is a hotfix patch released on 2020-12-09[2] updating the game build to 38890.

Bugfixes

  • The save game issue that is affecting some players, preventing them from loading saves is now fixed
  • Several softlocks have been hard fixed:
    • When using Home Run to apply the Batter Up effect
    • When a gang boss melees in a fight but freezes before he can punch
    • In a war, they have been adjusted now so that if the primary Attacker or primary Defender is eliminated, the war is over
    • When a Gangster with Revenge gets melee attacked in combat and is knocked back by the enemy on the counterattack
  • Sometimes AI tactics got blocked by an under the hood error - this under the hood error is now buried six feet under
  • Occasional reports of the game freezing on a loading screen have been resolved, this was due to an error with a broken mission save
  • When completing the 'one for me brew for you', the breweries were not reopening after a month had passed from the completion of at the moment. They are now open for business as usual
  • Gangsters teleporting out of bounds when large groups attacked a target. All these gangsters are now locked into the fight and won’t get away
  • Occasional freezes on the Alcohol screen when playing through the Tutorial are now resolved
  • The issue with the disappearing gangsters is fixed, they will disappear no more
  • An issue with the button to change crew members, 'Role' does not work has been resolved
  • Mac users! Your DLC and achievements will now work properly
  • Daniel McKee Jackson’s missing clickable option is has been found and reimplemented (was hidden in the hat)
  • Fixed issue where if two buildings changed racket type at the same time, actors would sulk and disappear
  • Various UI fixes

1.0.3

1.0.3 is a patch released on 2021-02-08[3] updating the game build to 39972.

The highlights

  • Safehouses are now hidden
  • Combat AI has been improved and provides more challenge
  • Added a Mini-resolve option to avoid nuisance combat demands. A new system will be implemented in the next update (1.04)
  • Fast travel has been limited
  • You can no longer attack an Enemy Faction you’re not at War with

General

  • The game no longer pauses and minimizes when it loses focus
  • AI ignores temporary alliances when deciding to break an alliance
  • Loot crates are now rebalanced
  • Adjusted racket income filter list to take the prosperity modifier into account
  • Added separate notoriety gains for raze, ransack, and smash up
  • Prevented Personality Traits from reapplying every time you save/load
  • Removed time-free teleporting
  • Fixed disappearing gangsters
  • UI polish
  • Locale polish
  • Prevented alcohol resource errors when ransacking that could lead to inventory corruption
  • Fixed instances of disappearing actors when upgrading ambience
  • Fixed severe issues when a game is loaded where "master hotelier" is in effect
  • Fixed an issue where actors could be sent to the void if two buildings changed their racket type at the same time
  • Added more building and colour variety in the neighbourhoods
  • Gangster Talents now need to be unlocked
  • Fix boss ability items inheriting incorrect modifiers through weapon stats
  • Add a wait to the flee action so players can see the characters leave the area
  • Character model improvements
  • Fixed an issue where if a player added a space or lowercase letters when editing a building name, the building name would not be displayed correctly
  • Added more building variety throughout the neighbourhoods
  • Better telegraphing and delay for Hotels Disbanding
  • Better notifications for players when hotels are disbanded
  • Fixed a softlock when assigning Lieutenants
  • Fixed issue where if a character has more than 9 Status Effects on them, the UI will start to overlap. If they receive 28 or more, the icons will start to go off screen
  • Empire screen filter lists scroll resets on repopulating
  • The missing synergy icon has been found and returned to its rightful slot
  • The Crew screen and Black Market now have no whitespace issues when viewed in 4:3
  • The issue when switching to Asian languages and switching back would cause text to disappear in the tutorial is now resolved
  • Updated the hiring costs for the starting gangsters
  • An issue with Safehouse discovery resetting on load has now been laid to rest
  • The awkward silences in sitdowns have now been filled with conversation
  • Cleared the truce/end war sitdowns when war is removed
  • Missing translations in the Settings window from the Title screen have been replaced
  • Increased the difficulty of the difficulty levels
  • Changed Threaten Option in sitdown pop up
  • Fixed alcohol resource being released twice
  • Save upgrader to fix older saves not loading from alcohol issue
  • Saltis issue with rackets being locked fixed
  • DMJ issue for Thompson not on map in Blues fixed
  • Capone softlock when talking to Guard fixed
  • When skipping to Ronnie’s phone call in the tutorial, we didn't have a valid reference to the brewery. This has now been fixed
  • Increased the tiers for racket guards for all major factions
  • Multiple tooltips were missing in the Empire Overview, Finances and Alcohol info screen. We found them and the are now back where they belong
  • The name of the neighborhood is now added to the surrender dialog options
  • Various UI fixes
  • Fixed an issue where sitdown and mission icons stayed fixed on screen if the player pressed 'f' to transition to another neighbourhood
  • Made sure that the tutorial safehouse doesn't spawn exterior guards while the tutorial is active
  • Added new advertisements, see if you can spot them all!
  • Fixed Safehouse Discovered Softlock in Tutorial
  • Friend In Need mission fix for not completing after killing lodge members
  • Jacques Attacks mission fix for not completing if you upgrade all rackets at once
  • Fixed crate positions
  • Increased the sitdown timeout from 5 minutes to 15 minutes
  • Unknown characters will no longer reveal the faction name if we start pre-combat near them
  • Mark Target will now work in pre-combat and start combat immediately when activated
  • Resolved an issue where the AI could initiate combat while a sitdown was beginning. This would result in a soft lock in some cases
  • Added recruiting time to AI squads
  • Removed war-free attacks. You want a fight, start a war
  • Raul was placed so close to a building that his arm was in it
  • Genna fix for Round The World mission not completing
  • When the player refuses the police request for cash, their rating with the police is reduced depending on their notoriety. If they pay up, their rating with the police is increased
  • Fixed a cursor issue when cancelling a load game request
  • Nicknames should now display how you got them in a pop up
  • Fixed an issue where all tutorial attacks by player were asking for confirmation
  • Fixed an issue with safehouse storages being nil
  • Prevented Moles from being added to selection
  • Non-tutorial AI Factions now start with a safehouse security level of 2 instead of 1
  • Fixed bookshelf collisions in bars
  • Created a Sal's Tips update for 1.03 to advise players in-game as to what the updates are
  • Updated Large Casino interiors
  • Different colors for the Explore and the Exterminate Agenda icon outline on the minimap and street view. This change also fixes colors of agenda icons not updating when you encounter a squad from an unknown faction
  • Fixed Status bar icons overlap with combat status UI
  • Police now resume patrolling correctly after TurningABlindEye is over in a location
  • Made all loot in crates uncommon
  • O'Banion's mission POI not updating if racket becomes invalid is now fixed
  • Fixed Duarte's mission racket showing 0 cost for buildings after takeover, CMA mission not continuing
  • Injured Gangsters are now correctly disappearing after taking over a racket when they become injured
  • Fixed Word on The Street mission not continuing because combat was starting during a conversation
  • Various save game fixes
  • Made prosperity only update on weekly events
  • Fixed issue where character entered into a T-pose if they travel while paused
  • Fixed issue where players could end up not being able to move long distances
  • Traffic no longer brought to a standstill on completing the tutorial
  • Fixed the issue with loot screens popping up when other factions find them
  • Removed cash from loot crate drops
  • The Municipal Pier is now properly named on the map screen
  • Additional checking by minor faction AI to ensure target faction has requested alcohol before making trade request

Combat

  • Issues with the AI not using grenades if they have to step out from cover have been fixed.
  • Dead combatants can no longer panic during combat
  • Allowed the boss to gain notoriety if anyone in their faction performs an execution
  • Ensured that AI squads that are about to attack a building are not using other tactics before they attack
  • Reduced the OW Angle for Dart Gun from 180 to 130 degrees and reduced the OW Angle for LP08 Pistol from 180 to 150 degrees
  • Suppressed Fire shot does not deal damage to targets
  • Ensured that combat can't start during conversations
  • Fixed issue where player is able to equip regular rounds on dart gun
  • Tweaked Last Rites as it can deal more damage than it is supposed to: All attacks with more than one shot would always deal crit damage after the first crit shot
  • Fixed issue where certain conversations couldn't start combat
  • Stopped heal over time effects being applied when their item is equipped
  • Fixed a softlock in combat when moving characters who had been revived from bleeding out as the result of an overwatch shot
  • Fixed Ability & Melee descriptions being truncated during combat
  • Fixed issue where Gun panel would stay up with no gun icon
  • Fixed an issue where entering combat during the war tutorial softlocks the game
  • Remove the drunk animation while in combat to fix characters teleporting across the map
  • Ensured errors in AI tactics don't block AI behaviour
  • Fixed softlock related to a primary faction being eliminated in a war
  • Fixed softlock when a revenge reaction turn was triggered after shooting
  • Fixed softlock when using batter up on a character that doesn't die
  • Weapon Balance: Reduced the effectiveness of a number of weapons. Critical hit damage has been reduced across the board. Removed the instant kill modifier from the Funeral Arranger Shotgun and the Deceiver Rifle. Added Knockback and Bleed to the Deceiver
  • Fixed knife attack animation freezing
  • Fixed save games with broken melee weapons after using a batter up reaction attack
  • Fixed an issue where Knocking Out a character with an overwatch shot would softlock the game
  • Fixed issue where character could be stuck in the knocked out pose after combat ends
  • Last Rites ability has limited range, which was not implied by the game in any way. This is now fixed
  • Fixed issue with Remedy not appearing on action bar
  • Fixed issue with Hair Trigger ability activation popup showing even when character is knocked down
  • Fixed an issue where certain combat reactions were using stale position / vision data. Could cause an issue where a character would "step out" to an old position several meters away
  • Time Bomb will now disrupt overwatch when thrown
  • Characters no longer get up after they have been executed if they were put in the BleedingOut state by a critical hit
  • Fixed issue where Last Rites didn’t indicate that DMJ's Mauser has 10 shots leading people to believe it is bugged
  • If a gangster or boss will be affected by the exterior combat, the dialogue offering surrender now shows their name
  • The camera will no longer move after the player abandons exterior combat when the attackers are attacking the outside of a building
  • AI attacking building exteriors will now attack between 8-15 metres from the building door instead of between 0 - 5 meters
  • Fixed issue where corpses would block player moving to tiles
  • Vicekings boss Daniel leaned on us for getting his name wrong in German
  • The camera will no longer move after the player abandons exterior combat when the attackers are attacking the outside of a building
  • We have ensured the Run Away option is displayed in surrender dialogue if the character is under attack outside
  • Added even more variety in the buildings
  • Made sure characters cant get stuck in the overwatch pose at the end of combat
  • Characters now rotate back to their overwatch direction after getting attacked
  • Increased the duration before an AI will declare war without an antagonizing incident
  • Adjusted weapon ranges and stats
  • Smooth out the curves for weapon ranges to reduce a number of sharp drop offs.
  • Lowered a number of critical damage multiplier values for numerous weapon types.
  • Removed critical hit chance from a number of explosives weapons.
  • Removed armor damage from rifles
  • Fixed an issue where the AI would get close to the player
  • Added new movement parameters that allows the AI to want to move towards the effective range of their weapon
  • Improved the performance for moving towards enemies and grouping with allies
  • Fixed an issue with all tiers of Saltis melee racket guard being equipped with Brass Knuckles. Now each tier of Saltis melee racket guard is equipped with appropriate tiers of melee weapon
  • Wandering thugs and thugs near loot crates will no longer attack the player on sight. They will attack if the player opens a loot crate near them
  • Guards of major and minor factions will now only attack the player faction characters on sight if they are at war
  • Melee attacks now trigger the correct animation if the target bleeds out
  • Fixed that combatants who start a battle while in sitting pose, will no longer stay in that pose for the whole fight
  • Guards in rackets will no longer sit in chairs
  • Resolved a UI Overlap in combat with large text settings
  • Further updates to the combat AI to help them move when no targets are visible and stay put when they can do actions from their current position
  • Made sure bleeding out targets are prioritised correctly in the chance to hit order
  • Friendly fire no longer removes non-aggression types of pacts (ceasefires/defense agreements..etc)
  • Fixed issue where Unleash Fury could fail to activate
  • Reduce the movement debuff from exhaustion from -2 to -1
  • Fixed an issue where clicking the "Exit Ambush" button did nothing in combat
  • Character speed returns to normal if Drunk status wears off during combat
  • Gut Shot sfx now only plays when someone gets shot in the gut
  • Fixed issue with the Lifeline ability which could cause it to be applied incorrectly to characters close to the action
  • Fixed an issue with Lifeline where the bonus could become stuck on a character
  • Fixed a bug where characters could be warped out of the combat bounds at the beginning of combat if that character had been knocked down or killed by an overwatch shot in a previous combat

Mission

  • Auto focusing missions that come from quest givers and boss missions
  • Fixed failing Ryley mission when Alfred dies
  • Fixed Helen being placed in Dyer mission when placement invalidated
  • Removed repeated objectives failing missions
  • Fixed alcohol production being stopped forever in CMA mission and Burned Booze and Ruined Barley event
  • Fixed unclickable option for DMJ's mission
  • Added placement invalidated to RPC missions so they stop failing when a building is upgraded
  • Moved Kicking the Habit mission to mid game to stop both Maria missions spawning together
  • CMA fixes - Stopping All Good Things on Alt time auto-completing, fix for Jacques Attack and They're onto Us
  • Boss mission fixes - Stopping NPCs from spawning on band stand, buildings taken over by killing boss now count as conquering and progress mission, fix for DMJ mission Down Hearted Blues
  • Fixed missions not completing in groups
  • CMA fixes, Auto accepting mission rewards instead of relying on resolution pop up
  • Persisting mission NPCs that are going to be resurrected to stop them from disappearing, misc boss mission fixes
  • CMA fixes, body bag removal fix, removing persistent POI over Maria's head, adding do not revive tag to mission NPCs to stop them getting up after combat
  • Moved any mission NPCs standing on stages in bars off them
  • Fixed an issue where interior guards could duplicate themselves after winning a defensive fight
  • Union mission, family business mission and NPC approaching player to talk fixed
  • Lost and Found: After interaction with thugs, we have fixed the loading freeze when trying to enter racket
  • Fixed some missions giving rewards even when they are failed
  • Fixed Broken Menagerie not continuing if fight happens before thug fight

Thug variants

  • You should now see 13 variations of thugs
  • The appearance is randomly selected

Racket guard

  • Any old saves that were made before these changes were introduced will keep their previous racket guards until that racket is upgraded or sold and purchased again. Once upgraded or purchased the racket will start using the new guard setup.
  • With each level of security upgrade the guards will now become much tougher
  • A new tier of racket guard has been introduced at security upgrade levels 4 and 5
  • These changes only attribute based. The number of guards has not changed and there has been no changes made to the guard inventories
  • Fixed issue with racket guards not being replenished

Faction

  • Allowing the boss to gain notoriety if anyone in their faction performs an execution
  • Fixing Spiffing Brit minor faction exploit
  • Faction AI no longer attacks buildings outside of war. Existing attacks outside of war in older saves are cancelled.
  • The diplomacy option for retribution demands has been removed

Safehouse

  • Safehouses now start out as hidden (white buildings you can't interact with)
  • Discovery chance increases by 1% a week from meeting a faction
  • Once a month a safehouse discovery chance checked and the safehouse is revealed if the check passes
  • Diplomacy screen shows your current discovery chance
  • Taking over that faction's rackets further increases the discovery chance and checks (dynamic percentage based on faction rackets remaining)
  • Event fires on safehouse being discovered
  • Guards don't show up outside the safehouse until the safehouse is discovered by the player
  • Ensuring taking over safehouses correctly assigns lieutenants
  • Fixed issue with gangsters flagged as “away” being able to be assigned to a safehouse

1.0.4

1.0.4 is a patch released on 2021-03-17[4] updating the game build to 41148.

Developer notes

After this patch, your version number should be:

  • Microsoft Store for PC: 1.4.41148.0
  • Steam, Xbox One and Plaza: 1.04.0.41148
  • PlayStation 4: V1.05
  • Nintendo Switch: 1.04.0.41226.

The highlights

  • Autoresolve - The goal of combat auto-resolve for Empire of Sin is to create a reliable and useful source of information for the player that appears before every fight. When the Player initiates a fight or a Faction AI initiates a fight with the player, the combat auto-resolve screen will appear.
    • This screen presents players with information about the fight, the participants in the fight, their professions, and equipment, as well as a number of options that the player can select.
    • Players can select the "Fight" option to manually enter combat and manually fight the fight or select the "Auto-Resolve" option to attempt and auto-resolve the fight based on the projected odds at the top of the screen.
    • A word of warning, your Bosses and Gangsters can and will take damage when using the auto-resolve option. If your Boss dies, it's game over.
  • The Safehouse healing exploit has now been removed. The passive healing in the Safehouse is now 2x normal passive healing rather than instant heal.

Combat

  • Fixed Ally Threat being wrongfully applied when you are not at war
  • Fixed issues with the lifeline ability; one which could cause it to be applied incorrectly to combat actors and one where the bonus could become stuck on a character
  • Fixed a formatting issue in a combat error message
  • Fixed a bug where characters could be warped out of the combat bounds at the beginning of combat if that character had been knocked down or killed by an overwatch shot in a previous combat
  • Doubled the chance of getting healing items in combat and reduced their cost to buy in the shop by 30%
  • Characters not moving back into cover after an Overwatch miss shot from a step out position should be fixed now
  • Peeking, switching sides from a 90 degree angle and multiple cover values should now be fixed
  • Smaller miscellaneous changes and fixes related to cover and peeking have been implemented
  • Crew members who have been fired or who have quit will now hold a grudge, and can not be instantly rehired
  • Factions you are invited to war against are now revealed
  • Double Tap now uses the correct icon on ground tiles when selected
  • All higher tier doctors now start with the Heal ability
  • Fixed an issue where dead bodies and civilians would block the mouse when trying to move to squares in combat
  • Remedy will no longer be absent on the talent tree, if the player had saved the game when Remedy was a consumable item instead of a persistent talent and their current talent tier is greater than 3
  • Fixed First Aid Kit, no longer applies the Bandaged status effect when used outside of combat.
  • Standardized how Heal abilities work
  • Now only showing "Difficulty X/5" on thug owned buildings
  • Guard Inventory Improvements: Added healing items to all major faction guards, removed short barrelled shotguns from shotgun guards, replaced short barrelled shotguns with primary shotguns
  • Racket Guard Improvements: Increased the Marksmanship attribute for all tiers of racket guards by +10
  • Reworked how Bullet Shield behaves
  • Removed always bleeding out and removed shared damage
  • Gave law enforcement the subdue action at the start of combat
  • Unleash Fury and Exhaustion improvements have been made
  • Changed the effect of the exhaustion debuff and now show an animation at the beginning of Frankie's turn if he's exhausted
  • Improved the UI for stackable status effects
  • Reduced Unleash Fury's attack count from 4 to 3 to match its animation
  • Cover animations and transitions are now faster
  • Added new double fire animations and transitions
  • Adjusted starting cash based on difficulty
  • Fixed selection bug after combat
  • Hired Gun - Iteration - Sweep - Removed sweep as talent, making it an SMG and machine gun ability, replacing the talent with Can Opener
  • Added the Can Opener ability, as mentioned above.
  • Unleash Fury Changed: Updated action panel description to mention exhaustion. Slightly reduced the base damage and critical hit chance, but increased critical hit damage modifier
  • Initiative changes for NPCs and player characters. Improves the layering of characters during combat
  • Stopped z-fighting on target reticles
  • Changed the behaviour of Unleash Fury so that it refunds AP instead of costing none
  • Stopped the AI from throwing too many knives during fan of knives. Apologies to all knife fans.
  • Reworked Hair Trigger
  • Added basic combat personalities to bosses and gangsters
  • Handgun Changes: Added Double Fire Handgun Ability
  • Fixed issue with melee damage modifiers not working as a percentage
  • Hitting a target from the back with a Knock Out now puts the target in the Knocked Out state
  • Applying the Knock Out state on a character not in cover no longer generates a console error and a 1 second freeze on the target
  • Unleash Fury now plays hit and miss audio correctly
  • Added a fade after auto resolve
  • Further weapon balancing
  • Fixed an issue with animators gettings stuck after auto resolving certain fights
  • Fixed a softlock that could occur after autoresolving several combats in quick succession
  • Fix for thugs not attacking after you enter and exit ambush mode before opening a loot crate.
  • Improved threatProcessor in cases where threat is rapidly gained
  • Changed color of dice and win percent in combat autoresolve screen to reflect chance

UI

  • Added hotkey numbers to the combat HUD
  • Changed the badass bonus for better telegraphing to the player
  • Gang leader equipped description added
  • Made cash values in diplomacy dialogs cleaner
  • Removed held items from AI inventories in the trade screen
  • Adjusted visuals of learned/unlearned talents so that they look less similar
  • Added difficulty warning on the "Are you sure?" combat attack popups
  • Added [GREET] to boss intro pop ups
  • After the black market tutorial involving the radial menu has been completed, the allowed selectable buttons that were previously disabled from the tutorial's white list now get enabled when the player comes back
  • Fixed the highlighting on "review" button on Crew screen
  • Added missing titles to events
  • Passive scroll now resets properly in the Racket info screen
  • Added a warning window to sell building dialogue if selling the building may fail or relocate a mission
  • The default position of the cursor when opening the crew screen with a controller is now the bottom-right element instead of top-left element.
  • Now showing "0" instead of "-" for characters who are forced hirable
  • Added titles to hire confirmation windows
  • Added tooltips to diplomacy tabs
  • Adjusted tooltip for notifications to use accurate timing
  • Added modifier name for life lesson
  • Added notification for when s temporary alliance times out
  • Ensured that visualization of customers and earnings are up to date
  • Added extra tab to journal to separate boss/side missions from bridging/empire missions
  • Now showing info about racket takeover and notoriety gain/loss in post combat screen
  • Now allowing scrolling on "events" section of post-combat screen
  • Added "Discuss" option to Diplomacy tab
  • Added new icons for Can Opener
  • Updated status effect tooltips to calculate effects based on stacks
  • Stopped clock icon in resource summary panel from highlighting and playing mouse enter and click sounds
  • The game now selects the resume button by default when trying to use the game menu on controller with no button selected
  • Made the mission tutorial open on the correct tab in the tutorial
  • Made the resource summary buttons non-interactive when ui is blocked
  • Tooltip polish

Missions

  • Fixed an issue with marking buildings as mission critical when they are acquired from placements
  • Delayed mission fails that happen mid combat now wait until combat has finished which should prevent softlocks from characters being deleted mid combat
  • Fixed Lost and Found where a softlock could happen after interaction with thugs. The game would get stuck on a loading screen trying to enter racket
  • That issue where some missions would give rewards even when they failed. It’s gone, boss. It could cause an error with other missions completing if one of the rewards was an item
  • The Broken Menagerie mission that wouldn’t continue if the fight happens before thug fight? Yeah that got whacked.
  • Mission text fixes
  • Mission critical NPCs now fall unconscious if they are involved in other combats, rather than dying and getting up when you need to talk to them. If we had zombies, they wouldn’t snitch
  • Mission fixes - Monks quest not completing if you kill Wally without talking to him, converting a derelict to brewery for two brew completes brewery objective, adding the and a to dialogue where derelict building appears, not finding Stanley and Bert in In The Trenches and Red Handed if the building is sold, moving NPCs away from buildings in an attempt to make them easier to select by controllers
  • Added warning to mole event if making that gangster a mole will fail their personal mission
  • Adjusted Fail Mission text to mention specific gangsters, fixing small typos, changed mission description text in Cop Bar mission
  • Fixed issue where blowing up 3rd polling station is sometimes unavailable in DMJ’s mission, It Came From The Lake event not showing proper racket name, checking that gangsters aren't injured or sent away before making them a mole
  • Fixed softlock after upgrading brewery in Whatcha Gonna Do. Fix for npcs stuck in cowering animation when combat ends too early, Fix for instant fail on Izzy’s Been Busy
  • Fixed Reyna House On Fire failing when someone dies
  • Fixed gangster personal missions activating with moles
  • Fixed cash being deducted twice from Hit Em Where It Hurts
  • Fixed the softlock happening after clicking on NPC quickly after conversation in Mock mission

General

  • Passive healing now removed for difficulties above Lieutenant
  • The game now randomly unlocks 1 gangster from each tier every month and makes them hirable on start
  • Added building textures
  • Fixed minor inconsistencies between VO and text in sitdowns
  • Fixed issue with Synergies not disbanding when buildings are taken over by other factions
  • Fixed missing gun cabinet mesh in Character Select Screen
  • The traffic that was stopped in place after the Tutorial is now moving again
  • Fixed an issue with loot screens popping up when other factions find them, removing cash from loot crate drops for 1.03
  • The Steam overlay no longer causes an error on the console
  • Found the missing letters on the map for the Municipal Pier
  • The player won't be able to talk to the bartender during the tutorial anymore
  • If Hugh and/or Maria are spawned in the world and the player skips the tutorial: they now storm off in a huff if they weren't hired by the player
  • If tutorial meat packers spawn and the player skips the tutorial without going into combat with them: we automatically just kill them - they deserve it, the dirty rats
  • Anyone hired in the Tutorial now continues to get the employment loyalty bonus
  • Added a new line of sight indicator icon to show bleeding out characters
  • Fixed a potential blocker on the alcohol tutorial when re-enabling the tutorial during the game
  • Allowed alcohol storage limits for diplomatic actions to be spread across all available storage
  • Updated localisation
  • Additional checks by minor faction AI to ensure target faction has requested alcohol before making trade request have been added
  • Added mouse wheel scrolling to the Alcohol and Finance screens
  • Fixed an issue with buildings changing racket type too soon when given as a reward causing errors with thugs trying to find space
  • Fixed issues with the camera when focussing on a character
  • Made sure the alcohol tutorial only triggers if the player is on the correct tab.
  • Fixed non-interactive Skip Tutorial prompt
  • Added miss animations when a player is peeking out
  • Removed sound effect when AI picks up loot crate
  • Halved the take floor on Earl Weiss
  • Explosion vfx updates
  • Fixed an issue where guards and squad members could have their movement indicators activated
  • Changed Safehouse discovery chances
  • Sit-downs can no longer happen at invalid buildings
  • Fixed an issue where two location loads could be called at the same time, leading to the camera ending up in the wrong location
  • Slider in trading menu has louder SFX
  • Button select audio improved
  • Re-recorded Antonio's voice
  • Fixed an error when hovering over interactable safehouse objects (blackboard, world map desk etc.) with virtual cursor in combat
  • Added "begin sitdown" cursor
  • Fixed Elvira’s evil laugh
  • Audio added for "You've made a terrible mistake" after declaring war
  • Stephanie is now as loud as the other bosses
  • We now trigger an investigation event before launching a FactionMet conversation
  • Limited alcohol amount setting to prevent going negative
  • Skip tutorial option now inaccessible if coming from a conversation or sitdown
  • Fixed text in It Came from the Lake event
  • Moved all floating lamp posts down to the ground
  • Implemented the L Train
  • Standing Orders are removed when one of the factions involved is eliminated
  • Factions will wait at least 2 minutes in world time before breaking pacts they've formed
  • Removed unnecessary loading screens for player on accepting a sitdown request
  • Requesting a sit-down now always focuses on the sitdown building on the world map
  • Fixed incorrect default camera position when entering interiors
  • Fixed several issues around combat and location locks and transitions
  • Fixed slight overshoot on world map camera pans
  • Long distance pans on the World Map will now take up to 2 seconds to complete (to avoid crazy fast panning
  • Adjusted decision to ignore rating of war target when determining whether or not to uphold pact
  • Fixed issue where attacking a building with a gangster while your boss is elsewhere would load the boss's location first
  • Ensured that the combat grid calculation uses the proper combat bounds
  • Make boss abilities use a kill cooldown
  • Fixed Earl Weiss missing ragdoll
  • Reduced the costs to buy and upgrade rackets by 50%
  • Updated safehouses and Large Casino environments
  • Fixed Safehouse chair colliders and Safehouse desk not being interactive
  • Made tutorial responses consistent, small fixes to text in tutorial
  • Fixed issue that prevented you from selecting moles
  • Now displaying the ability cooldown in ability tooltips and on the action information panel description
  • Fixed camera position in all interiors
  • Fixed occasional issue on Mac where the game hardlocks on boss selection screen
  • Updated Frankie Donovan’s Base stats
  • Lowered bartering value of items/weapons. Better visualization for disguised alcohol. Instant discovery of disguised alcohol bought-back
  • Removed Kill requirement from boss abilities
  • Added a delay to the bandage scenario when bandage will revive a character to allow time for the animation to play
  • Ensured that loans are removed after economy lock is over
  • Changed the take over option in the investigate introduction to start exterior combat, requiring the player to declare war before attacking
  • Player is no longer incorrectly notified that police refused to turn a blind eye for another faction
  • Added new guard combat VO lines
  • 2 new combat songs, Safehouse songs and Racket songs added
  • Double VO on boss execution fixed
  • Characters now shut the hell up when the game is paused
  • Meat Hook / Lion Tamer fixed: character who is the target says "Shit" instead of the attacker
  • Made sure investigating police spawn at different locations
  • We no longer show a message when a character is healed of their injury or is released from jail if they are no longer in your faction
  • Tweaked gear score item rarity contributions
  • Stopped the extended combat tutorial from triggering outside of full combat
  • Made sure the equipment tutorials don't fire when the game menu is open
  • Cancelled the equip ammo tutorial if the player doesn't have a primary weapon equipped when it starts
  • Changed Black Market health item quantities
  • Changed Norah Quinn's notoriety gate to 0
  • Increased loot tables for health items by 10%
  • Fixed placeholder button prompts showing up when loading a saved controller tutorial step
  • Fixed callout lines on the controls screen
  • Fixed restore defaults button showing up on controls screen
  • Fixed an issue with a specific thug model which caused its ragdoll to begin in a T-pose
  • Fixed issue where game menu could not be navigated after pressing "start" on combat autoresolve UI
  • Fixed an issue where pain killers could cause overwatch or suppressing fire to softlock during their trigger
  • Changed starting cash amounts based on difficulty

1.0.5

1.0.5 is a patch released on 2021-05-18[5] updating the game build to 43225.

Developer notes

  • Xbox Game Pass for PC Users:
    • There's now a fix for previous troubles when launching the game. You will need to reinstall the game in order for these changes to take effect.
    • Your saves won't be lost even after uninstalling the game as they're synced to the cloud.

The highlights

  • New weapon proficiency system introduced
  • Controller overhaul and improvements
  • Major mission improvements
  • Maria Rodriguez and Grover Monks have realized their value and raised their prices and notoriety requirements. They still welcome your business.
  • More gangsters are available to you at the start of the game.
  • The bug which allowed you to hire people that a current crew member hated has been fixed. You cannot hire a new person unless you fire the person who hates them.

Combat

  • Animation speed improvements when peeking/leaning
  • Added a fade after auto resolve
  • Fixed an issue in Basic Move that could cause a softlock
  • Resolved issue with console logs and action bar prompt showing up in combat when they shouldn't
  • Added chance for gangsters to escape combat if they lose when attacking in autoresolve
  • Fixed a softlock that could occur after autoresolving several combats in quick succession
  • When there are multiple different targets you can execute, the system will now order them by distance, so it auto-targets the closest one and will then cycle through
  • Fixed thugs not attacking after you enter and exit ambush mode before opening a loot crate
  • Change color of dice and win percent in combat autoresolve screen to reflect chance
  • Fixed an issue where pain killers could cause overwatch or suppressing fire to softlock during their trigger
  • The AI has been asked to stop throwing grenades through walls
  • Ensure the correct amount of damage is applied to the defenders when the defenders win in an autoresolve
  • Armor damage now gets applied once per ability activation, not once per attack (burst fire weapons have between 3 and 5 attacks when shooting.)
  • Selecting a target, whether they are valid or not, will now always select the first action in the action bar. If the target is not valid, the info panel will telegraph why
  • The Melee ability is only valid as a first action if the character does not have a primary or secondary weapon equipped
  • Healing items and actions should now target the active character as default
  • Fixed issue with starting position of vehicle combat tween sometimes being incorrect
  • Fixed issue where a car on curb was on world map and got pulled into street combat
  • Ensure guards who hate the player do not start combat outside of max combat range
  • Strike and Move should work with all abilities. Updated ability description
  • Rapid Reload now affects all guns, not just handguns. Any gun will cost zero AP to reload
  • Break Shot no longer breaks melee weapons
  • Fixed "Exit Ambush Mode" prompt button showing up in combat in tutorial
  • Allowed highlighting characters while in combat
  • Fixing Break Shot and weapon repair at end of combat, so old saves where melee weapons could have been broken now load those weapons correctly
  • Preventing displaying possible combat effects on character HUDs when outside the player's turn
  • NPCs not attacking independant npcs who are fighting on the player's side and vice versa
  • Fixed issues with Unleash Fury's AP usage and cooldown reset
  • Fixed an issue with Melee NPCs having the Doctor's Heal ability
  • Fixed an issue with Tier 1 Melee characters having no equipped weapon
  • Fixed an issue where the Meat Hook weapon used in the Meat Hook ability did not have a valid critMod value
  • Made characters affected by Knockback to trigger other combat-cell-aware abilities like Overwatch or Poison from Death Blossom Bombs
  • Stampede and Bull Rush ability rework, stampede and bull rush now move along a movement path to their targets and are melee selection abilities
  • Fixed execution blood splatter not appearing on camera
  • Allowed the player to take two single pistol shots against different targets again
  • Shooting a pistol doesn't end the player turn anymore but after the player has shot their pistol they can't change weapon until their next turn.
  • Fixed error thrown when opening and closing pause menu on combat auto resolve screen
  • Fixed bug where weapon proficiency requirement was ignored and gangsters could equip higher tier weapons
  • Fixed an issue that could cause cover to disappear in the middle of combat
  • Camera now lingers on characters that are dying from the Bleeding Out or Deep Wounds states
  • Stop the player from spawning in the middle of interiors
  • Fixed issue with Genna dying and throwing an error
  • Increased strength of Faction AI squads
  • Removed duplicate gangster death responses
  • Fixed an issue where an error would be thrown when trying to deselect certain area of effect abilities
  • Fixed an issue where combat could fail to start when a group of moving guards tried to initiate combat
  • Fixed issue with bosses stepping out to shoot someone, then if they were hit by overwatch and put into the bleeding out state, they could still finish their attack and re-enter cover
  • Fixed softlock with the Action bar when player left clicks after using a hotkey to select an ability
  • Shoot First should now only work if Overwatch has not been selected manually in ambush mode
  • We now stop melee weapon damage types being added to the player's primary weapon when they use an execution.
  • Extra thugs will no longer spawn if the player loses combat or flees from a derelict building without leaving the world map. Thugs will replenish after a certain amount of time
  • Added a new target filter applied to all AI to give them at least some baseline desire to target enemies. Fix a situation where the AI could decide not to attack a valid target
  • Fixed a situation where an AI might not move from their current position and continuously pass their turn
  • Fixed a softlock when using flush against a character who has no valid moves
  • Ensured Faction AI attackers do not start a building attack too far away from the door position
  • Fixed issue with moles that were told to leave the location and could stay in the location if combat was started while they were nearby
  • Updated Stampede to use the bull rush animation for 1.05
  • Changed all Boss abilities to cost 1AP and end the character's turn when used. This will help to keep boss abilities consistent across the board
  • Fixed softlock in combat after timebomb explodes
  • Increased the range within which the AI cannot spawn when attacking safehouses. Better randomize the starting positions of enemy safehouse guards
  • Increased the speed and add transitions to rain of fire and sweep to stop a timeout error
  • NPCs were healing too frequently in combat. Reduced the amount of healing items equipped to NPC characters
  • Enemy characters should no longer peek the wrong way, when targeted by a character that is not their current primary focus

UI

  • Action Bar highlighting boss abilities
  • Full refactor of Action Bar
  • Made sure the equipment tutorials don't fire when the game menu is open
  • Made the resource summary buttons non-interactive when ui is blocked
  • Various new tooltips
  • Existing tooltip improvements
  • Fixed highlight not deselecting on Action Bar
  • Fixed callout lines on controls screen
  • Fixed restore defaults button showing up on controls screen
  • Prevented shop UI from breaking when item doesn't have an owner
  • Adjusted highlighting on Purchase Racket UI
  • Fixed issue where game menu could not be navigated after pressing "start" on combat autoresolve UI
  • Show "A" button next to combat action when using controller
  • Fixed issue with showing event outcomes above options in event window
  • Fixed issue where sometimes certain ammo would not be visible when equipping in the character screen
  • Hide movement indicators when moving characters with the left analog stick
  • Refactored Game Alerts
  • We now hide income button for hotels in racket overview screen
  • Prevented switching to sell mode if the player inventory is empty
  • Character attributes will now no longer be shown as over a 100 on the character sheet
  • Prevented Cinematics from blocking notifications
  • HUD improvements
  • UI marker improvements
  • Show the size of the racket on world map and on popup
  • Show player hp/max hp on new character tooltip
  • Select first button in conversations, as well as in a few tutorial steps
  • Owner portrait on Ward Info panels now refreshes correctly
  • Made neighborhood owner name truncate with ellipsis to prevent overflow, uses last name instead of full name
  • Stop mission resolution screen, alerts and game alerts from showing on the End Game screen
  • Merged hiring notifications, enemy killed notifications
  • Adjusted placement of notifications
  • Adjusted the command cursor to accurately reflect whether or not a command is valid
  • Character sheet relationships will always show the real name of other gangsters rather than unknown character
  • Fixed UI audio for notifications
  • Rapid Reload description was outdated on the talent tree screen
  • Made all morale notifications proper case and in the past tense
  • Weapon proficiency screen
  • Upgrade cost now in red when the player can't afford the upgrade
  • Implement gangster tier colors on crew screen and rap sheet
  • RemovedFire and Call from the command wheel
  • Fixed an issue where the interactable highlighting could get stuck enabled
  • Fixed a performance issue when interactable highlighting is enabled
  • Added right click to unequip item
  • Added a confirm dialog to selling in the shop
  • Show why weapons can't be used when you don't have the relevant proficiency trait yet
  • Mission POI tooltip and Wandering Gangster tooltip updated to provide more information
  • Replaced Out-Of-Combat Character HUD with new Combat Character HUD
  • Added setting for virtual cursor sensitivity
  • Hire button on character sheet is greyed out if you're missing the notoriety or the character is angry
  • Added wraparound to pause menu and combat action bar
  • Show building size in racket attack confirmation
  • Stopped showing underboss notifications
  • Patch Message from Sal is shown in a loaded save
  • Fixed Main Menu buttons not displaying button bullets
  • Fixed case where relationship lines on crew screen could get misaligned
  • Fixed character management highlighting issue
  • Added new street cursor and map cursor sprites
  • We now only show a single POI over a building despite multiple POIs being inside
  • Show warning on Characters who have their weapons unequpped as a result of the weapon proficiency change
  • Made UI navigation with shoulder triggers work better at lower framerates
  • Added "Babies of Empire of Sin" to credits

Missions

  • Stopped bodybag prop from being a navmesh obstacle so it doesn't block players from reaching an NPC
  • Fixed issue with jumping from alt CMA line to main
  • Added in checks to help improve mission pacing
  • Fixed softlock happening after clicking on NPC quickly after conversation in Mock mission
  • Fixed mission marker not reappearing for POI targets who leave a location with the "LeaveBuilding" scenario
  • Fixed O’Banion mission not completing if you kill Yale and not the squad
  • Some characters in Tommy Biscuits' mission "Fate" were not displayed correctly on PS4
  • Rigged tables now has penalty for removing tables
  • Fixed Charitable Donations event not firing
  • Fixed Bernie Barnes mission throwing error if you attend a sitdown during it
  • Mission journal is now split into into 3 tabs
  • CMA are considered main missions now
  • Fix for ensuring derelict buildings are no longer gifted
  • Dyer mission fixes for issues highlighted by autoresolve
  • CMA missions will fire only after completing/failing boss mission
  • Remove the range requirement from the Begin Sitdown command
  • Missions now give out rare weapons at a minimum
  • Mission NPCs should no longer cower out of combat
  • Made the set focus mission appear as the first mission rather than obtain 5 rackets in the tutorial
  • Romy mission fixes, stopping multiple Romys from appearing, allowing player to select faction to improve relationship
  • Fix for getting 2 wallets from Stolen Wallet mission
  • High Class house boss will now ask you about the money regardless if he lends it to you or not
  • Setting mission to complete if you upgrade by 1 instead of fully, changing time limit from 1 to 2 months
  • Fix for unresponsive button in StClairs first mission, Bumpy fights with StClair in Queenie Says mission
  • Time between boss missions for Mock, Ragen Capone and Donovan have been shortened
  • Fix for unlocking mission building after it is invalidated for Frankie's First Step mission
  • Fixed issue with Booker Jones and Police interrogator for CMA mission
  • Take over racket screen now waits until combat is resolved before opening in St Clair mission.
  • Rosie appears in a set location in Nosey Nellie, rather than appearing close to the player once they are far enough away from Jacques
  • Giving the player more time before being ambushed in Bloody Brew mission
  • Fix for Taking The Bait mission ending early
  • Fix for Same Game Different Team completing during combat
  • Fix for POI not moving when mission racket changes in To Your Health
  • Wrong dialogue fix for Maria Dish Best Served mission
  • Fixed Trashed Room modifier not being removed after Who Care's mission
  • Added Protestor modifiers at the beginning of Protestor mission instead of after and removing at the end of the mission
  • Fixed to deal with player taking over the Two Brew racket early
  • Changed first mission shown to be Sowing Seeds instead of Brick By Brick if player has no focus set
  • Fixed gangster still fading to void if you free them from jail immediately after combat
  • Fixed the doctor not appearing in the right location in The Doctor's In mission
  • Fixed error appearing when combat happened before Bruno was spawned in Genna mission
  • Fixed issue with POI not updating when derelict racket is taken over in Who Cares mission
  • Fixed issue where both Sowing The Seeds and Brick By Brick with start in tutorial
  • Fixed A Sticky Situation getting softlocked if it couldn't find a brothel placement
  • Updated objective text when building is changed during To Your Health mission
  • Added code to get a new building if stolen syrup derelict gets taken over
  • Set base mission NPCs to be the hired gun profession rather than citizen
  • Fixed killing Dutch first in Round The World softlocking the game
  • Fixed Zee leaving a location after it was deactivated throwing multiple errors
  • Fixed Two Brew
  • Fixed High Class House autocompleting without returning to worker
  • Updated objective name in To Your Health when the mission is moved to another racket
  • Fixed combat softlock in Bon Fortuna mission combat against Dutch
  • Fixed David and other customers appearing out of bounds in Paid In Gold
  • Fixed Son I Never Had mission breaking if you don't own any rackets for Raul to go to
  • Fixed Better To Have Loved And Lost not completing Clear Out The Derelict objective when racket is taken over before talking to Bumpy
  • Fixed Grover mission auto failing if casino for mission is upgraded
  • Fixed In The Trenches mission not updating bar name and not completing enter racket objective if building with mission in it changed
  • Removed building lock from Lawmaker mission
  • Fix for player not being able to enter racket for Lawmaker mission and removing the auto equipping of the gun which can cause a softlock
  • Fix for player not getting correct reward in Pineapple Primary after passing persuasion check
  • Replaced Candace and Brittny in brothel after take over in In The Trenches mission

General

  • World map visual improvements
  • Memory improvements on the PS4
  • Cancel the equip ammo tutorial if the player doesn't have a primary weapon equipped when it starts
  • Fixed issue with assigning to safehouse with group selected
  • Changed Black Market health item quantities to 6
  • ChangedNorah Quinn's notoriety gate to 0
  • Increased loot tables for health items by 10%
  • Fixed issue with triggering the Neighborhood Summary tutorial
  • Updated localisation
  • Taxi use polish
  • Ensured Diplomatic states are removed if not removed through proper channels
  • Don't show tutorials for equipping items if the player's already equipped those types of items
  • Fixed an issue with a specific thug model which caused its ragdoll to begin in a T-pose
  • Reworking Synergy to make it less abstract and more manageable
  • Changed starting cash amounts based on difficulty
  • NPCs stop moving when you click to talk to them
  • Fixed bureau models t-posing while ragdolling
  • Fixed hair clipping with hat on Mission NPC
  • Fixed P looking like an F in Police Patrol on Police Wagon
  • Safehouses use name to prevent accidentally using the wrong faction name
  • Stopped characters from getting stuck in the swap weapon animation when pre-combat is cancelled
  • Prevented moving squad actors from skipping path destinations
  • Ensured that "Load Latest Save" on Game Over screen can only load moments from this current session
  • Fixed game paused movement clicks
  • Fixed issue with the controller where zooming out limits the space the controller cursor can be moved
  • Fixed a truck spawned driving across sidewalk
  • Disposed of unnecessary loading screen after taking over a racket and turning it into a safehouse
  • Updated bar interior art
  • Updated brothel art
  • Updated safehouse art
  • Fixed issue with camera angle getting too horizontal when talking to NPCs underbridges
  • Added 40 seconds time to the sitdown warning
  • Derelict buildings are no longer able to be added to weekly income/expenses. Income/Expenses set to 0 value are cleared
  • Factions will improve their alcohol types being served, even if they can't quite hit the preferred target
  • We now make sure minor factions pay expenses correctly, allowing protection treaties to time out
  • Change movement speed
  • Genna's move audio needed more variety
  • Fixed characters making move sound too often
  • Added specific VO for thugs
  • Remixed the volume of West Loop Gate underscore
  • Adjusted character talent unlock duration
  • Fixed issue where you would be unable to close virtual cursor
  • Moles accuse screen no longer corrupts the player's faction data
  • Moles can be used by AI multiple times
  • Fixed issue with pausing the game and calling moles after assignment
  • Remove the rush option from racket upgrade
  • Automatically demote crew member from lieutenant if arrested without the frustration penalty at losing rank
  • Ragdolls tint correctly, characters clothes don't change to white on dying
  • Adjust take floors for gangsters
  • Made all tier 5 gangsters have 0 notoriety
  • Adjusted starting talents to match gangster tiers
  • Various blinking fixes in select screen & sit downs
  • Saltis hat tip issue fixed
  • Fixed foot mispositioning in shot miss anims
  • Fixed the one-armed effect which sometimes occurs in combat Idle due to IK snapping
  • Replaced boss-sitdown with a new song, see if you can spot it
  • Gangster rebalance - made Norah start with the Heal talent already learned.
  • Lowered the machine guns to hip height, and raising the hip height idle to avoid half cover collisions
  • Made sure that stampede and bull rush work correctly with cover and step out
  • Doubled the amount of time it takes for gangsters to form relationships
  • Healing outside of combat feature improvement
  • A bug preventing some modifiers from updating was resolved. "A Penny Saved" trait works correctly now
  • Minor factions accurately reflect what they can afford when setting up standing orders
  • Fixed missing Animator transition for certain machine guns to use the Sweep ability
  • Made sure crit damage never goes below a weapon's base max damage
  • Added sitdown Skip Prompt. Any key presses will show a skip prompt, which on pressing will skip that portion of dialog
  • Gave most gangsters primary weapons, adjusted take floor for all gangsters, changed relationships for gangsters so that all gangsters hate two other gangsters
  • Time limit added between "end war with" requests, so the AI doesn't keep bothering you about it
  • Updated remove building sequence to ensure the income and expenses are removed correctly, resolving money exploit
  • Fixed softlock in accuse screen
  • Updated the Radial Menu so that LB closes the UI. Moved Wars/Notifications to LT/RT
  • Exterior safehouse guards should no longer respawn on top of each other after saving from a new game
  • Fixed Madeline Dunbar not saying a line
  • Fixed alert SFX playing every time player moves between menu screens
  • Added a new time bomb landing sound so it doesn't make a grenade explosion when it lands
  • Fixed police baton out of sync + all other melee weapons that were out of sync
  • Fixed Rain of Fire SFX being too loud
  • All selected characters are teleported to the sitdown location
  • Allow talent re-speccing from the talents tab
  • Fixed error thrown when character leaves due to lack of loyalty
  • Made injured gangsters not take wages
  • Fixed audio errors sometimes thrown when declaring a War on an enemy faction with a boss
  • We now allow players on controller to switch between nearby interactable objects using DPAD Up and Down
  • Removed "Switch Character" prompt from action bar when using controller
  • Reset patron walk speed when moving between locations and correctly reset the speed of patrons after their drunk status wears off
  • Adjusted the cost of Deflect Level 5 on Brothels and Casinos
  • Added a common shotgun and rifle to the black market store
  • Hide tall world map buildings when camera is zoomed in
  • Applied discount to the number of kills required by higher tier gangsters to reach the next tier
  • Adjusted required kills for each weapon proficiency tier
  • Fixed issue where the crew screen mini tutorial couldn’t be skipped using a controller
  • Autosaves now wait until all characters enter or exit the building before saving
  • Fixed a Nullrefrence error thrown if the player loads a game while in a sitdown cinematic
  • Made Bosses adhere to new weapon proficiency system
  • Showed weapon proficiency trait names in new tooltip
  • Updated controls screens to reflect new input mappings

Known Issues

  • In order to fix an issue with moles and the sabotage events (send a mole after a faction, save/load then that event is reset to default)we have had to cancel Mole missions for any moles on older saves as their data was corrupted. You can just send them off again and it will all work just fine.

References