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It’s time for another preview of what’s to come, gangsters! Today we bring you the Beta Branch of Patch 1.04, giving you a chance to test out some of our upcoming features and fixes, such as the highly anticipated Auto-Resolve.
To join the Beta:
Open Steam.
Go to the Library and right-click on Empire of Sin > Properties > Betas.
Choose the beta branch available in the drop down menu.
You should then be able to download the beta build. No password needed!
As usual, we welcome any and all feedback you might have on this patch! You are all part of Chicago after all, crew.
Discord: https://discord.gg/qX2PTYK
Forum: http://pdxint.at/3tflvQ6
See below for a full list of Patch Notes for Beta Branch 1.04.
update. Notes - Beta Branch 1.04
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
Unleash Fury Changed: Updated action panel desc__ription 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 RPCs
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
UI
Added hotkey numbers to the combat HUD
Changed the badass bonus for better telegraphing to the player
Gang leader equipped desc__ription 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
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
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 desc__ription 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 desc__ription
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
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