It’s been two months since the Lyonnais von Arkane offered us an unforgettable journey through time with Deathloop. As in October, the game is getting a new and extensive update.,
After Arkane Lyon has taken care of captivating the camera and the behavior of the rather colorful opponents, this time Arkane Lyon concentrates on the user interface, but does not forget the NPCs that are criticized by the sub-players. The second update of Deathloop is therefore now available, and here are a number of fixes embedded in it.
BEHAVIOR OF NPCs
- NPCs now respond to bullets passing nearby, such as missed headshots
- NPCs now react when someone else is murdered nearby
- NPCs hear better and react faster to steps
- NPCs who are shot no longer take cover if the player is too close
- NPCs can now infer the direction from which a grenade was thrown
- NPCs keep trying to kill Colt when Julianna uses Nexus to bind him to her
- Interrupted aerial assassinations no longer make NPCs nearly invulnerable
- Numerous other fixes and minor improvements to NPC behavior, reactions, movements and positions
- Charlie Montague is no longer stuck in the ground when pushed back with transposition
QUALITY OF LIFE / ACCESSIBILITY
- Added customization of joystick controls and right and left joystick inversion
- The menu buttons and UI options text are now larger along with their selection areas
- Additional depth of field and motion blur options We are continuing to monitor community feedback and are investigating other quality of life and accessibility options for a future update.
INVASION
- If Colt leaves the game, it now counts as a win for a player-controlled Julianna
- The AI-controlled Julianna is more responsive to Colt’s actions
- Colt has to chop the antenna to escape, takes longer to hack
- Inactive players are targeted
- Colt players who stay in Colt’s tunnels too long will be automatically attacked and this will open the tunnel doors
- Better chances of mugging players on your friends list when playing in online mode
- Strelak attacks thrown by NPCs who attacked Julianna no longer generate fake Colt targets for Julianna
- Players now correctly hear the opposing player’s melee reactions
- Strelak charges now stick to Julianna like other NPCs
USER INTERFACE
- The user interface is now clearer about the loss of residue on death
- The appearance of weapons and other items has been improved in the equipment interface
- The ATH user interface correctly displays key and control updates
- The game will pause completely during the game end screen
- Melee combat is now correctly displayed on the weapon wheel with a controller (Y)
- When using a visor, the pointer no longer disappears when the player is close enough to an NPC to assassinate them
- The crosshair “Heirloom Pistol” now shows an increased spread due to the Scatter-Perk
- Players no longer need to confirm changes to visual settings if nothing has been changed
- Fixed an issue where mouse wheel sensitivity was too reduced when zooming to see a weapon in the equipment interface
GAMEPLAY DIVERS
- Duplicate mod upgrades will now be converted into an item full of residue to collect
- In Karl’s Bay, Harriet and her fanatics can no longer shoot Colt through the closed security door of his office
- In the Karlsbucht bay, too, a certain window in hangar 2 was restored to its intended function
- Strelak charges can no longer be thrown, allowing the player to walk through doors or other surfaces
- Kicking a Strelak charge while it is being “charged” no longer causes the charge to explode or subsequent charges to disappear when thrown.
- The tower placement can no longer be used to allow the player to pass through doors and other surfaces
- Antennas capable of piracy provide clearer audiovisual feedback on their piracy status
- Fixed an issue where, according to the resume, Colt could have two guns in the same hand or one gun in the left hand instead of the right hand
- Fixed an issue where a weapon could sometimes not be reloaded if the player switched to the same ammunition type and then switched back to their original weapon when reloading
- Fixed an issue where the Hackamajig would sometimes not auto-equip in free hand when obtained
- Fixed an issue that could cause the player to transpose onto a ledge, triggering the Jump Obstacles action, and the player to get stuck on the ledge instead of crossing it
- Fixed a case where 2-BIT interactions were not working as expected
- Fixed an issue where some hackable doors would not open if kicked during the hack
- It is now impossible for more than one gun to occupy the same space
- Fixed an issue where the player could get trapped if the large doors of Fia’s bunker closed around them
GRAPHICS / AUDIO
- Fixed an issue where the player could take the machete out of their hand during the assassination animation
- Fixed some FSR integration issues and improved overall implementation
- Fixed an issue where the player could remove a jammed weapon from their hand during the exit animation
- Fixed bugs, including some that could lead to crashes, related to DLSS and ray tracing graphics options
- Fixed many small visual bugs, including some related to indirect light
- Fixed or improved many audio details and timings, including improving some sync lines
- Improved audio mixing during the game
- Fixed an issue where a graphical error could occur when opening a door when a sensor closes it
- Tower indicator lights will no longer work if the tower battery is destroyed
- Enemy / friend indicator lights on field suppressors now match those on turrets
- Fixed an issue that resulted in deactivated turrets making the same sound when thrown or dropped as if they were deployed
- Fixed an issue where in rare cases closed doors would appear to be open
ACHIEVEMENTS / TROPHIES AND ACHIEVEMENTS
- Fixed an issue where Julianna could get duplicate charms
- Fixed an issue where the General Tragedy achievement could not be obtained correctly
- Fixed an issue that prevented Julianna from earning the Double Vision achievement by murdering Colt while dressed as a visionary in masquerade
- Fixed an issue where Julianna players could gain the Witch talent even after using weapons
- Fixed an issue that resulted in Colts kills being added to Julianna’s number of shots for the “Don’t Pass Me” achievement
STABILITY
- Fixed an issue that could cause the game to crash when using the Strelak Verso
- Fixed an issue that could cause the game to crash if Colt died at the start of a cutscene
- Fixed an issue where the game would sometimes become unresponsive when exiting the diary
- Fixed an issue where the game would stop responding when giving keyboard commands to the controller or vice versa
SIGN UP
- Fixed an issue where the first weapon would drop if the player Julianna picked up multiple weapons at the same time
- Fixed an issue that could cause the mission and progress results screen for player Julianna to be skipped if she went to Invasion Matchmaking immediately after breaking the loop as Colt and seeing the credits
- Fixed an issue where the “Connection to server failed” message could stay on screen after fixing it
- Fixed an issue where Julianna could spawn above the ground and briefly fall before she could move
- Fixed an issue where Karnesis’s visual effects, when used on an NPC, would not appear from Julianna’s point of view
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