ADACA 1.1.5 Update

[b]Update: 1.1.5:[/b] Stable Build [b]New Features:[/b] -New Zone Companion! 🐾 -Companions should now retain their weapons when traveling between areas in Zone Patrol. -New weapons! -New Enemies! -More weapons now available for purchase in Patrol! -New Patrol Quests! -New Zone NPC. -New [REDACTED] in Playground! -New enemy incursion mechanic in Zone Patrol! -New dungeons in Zone Patrol! -More artifacts hidden in Zone Patrol! -NPCs will now always flinch when hit. -Hitting the Journal Key in Campaign will now help remind the player of their current objective. -More reactive scenery. [b] Accessibility Features:[/b] -New auto fire setting for semi-auto and burst weapons. -Setting to turn off Weapon Sway. -Slightly increased player jump-hight to make crouch-jumping less critical for main level routes. -The Radiant’s projectiles are now slower. -The head-bob option will now also turn off strafe-leaning. [b]Bug Fixes:[/b] -The game should now work correctly in Ultra-Wide ratios. -Fixed some music bugs. -Fixed broken Nav Mesh in Theocide. -Fixed bug that would cause AR to fire a grenade in error. -Subtitle option should now stay set between sessions. -Fixed mislabeled location on map. -Added ability to proceed through end of Tunnel Vision if conversation with Gomez glitches out. -Fixed bug with assigning particular keys to your movement axis. -Fixed Kelly’s broken path-finding on The Breach. -Fixed issue where Ammo Bag equipment wouldn’t work with some weapons. -Fixed T2 Key Card glitch (hopefully) -End event in Vault 08 should no longer trigger again when returning after completing the relevant quest. -Fixed glitch where Operation Earhorn could overwrite Campaign save file. -Fixed sequence break in Power House. -Fixed more typos. -Fixed an incorrect Quest tool-tip. -Fixed some broken collisions for a few assets. -NPCs can now use partial paths instead of out-right aborting tricky path-finding. -Player should now always die when falling out of bounds in Tunnel Vision. -Husks laying on the ground in ambush will now take damage correctly. [b] Changes & Tweaks:[/b] -Removed pointless key-card puzzle from Theocide. -Various balance tweaks to some weapons. -New Sound FX. -NPCs will now have a more pronounced reaction time before firing. (Scaled with difficulty) -NPCs are less accurate across the board. (Scaled with difficulty) -Edited some of Rook’s quest dialogue to make it more clear. -Phantom Vision Goggles can now be purchased in Patrol. -Made weapons in VAKT armory easier to see. -The Grenades now have smaller hit-boxes to avoid them colliding with close corners when throwing them from cover. -Energy weapons can now pick up energy ammo packs. -The player can no longer pick up massive logs. -Hid more rare weapons around in Ep2. -Added throwable rocks to the wolf den in Undermined. -Buffed the Frag Grenade. -Replaced cops at the end of Undermined with Mercs to avoid narrative confusion. (It didn’t make any logistical sense for there to be cops in that building at that time.) -Electrical anomalies will now temporarily shrink in size after being triggered. -Juiced up some of the PFX. -Many other small tweaks and changes. Going forward, development will be more focused on Episode 3! [b] Thank you all![/b]