PATCH #5: A big change is coming!

Breach & Clear: Deadline Rebirth (2016)

A deadly new breed of human monster is on the rise, and it’s up to players to stop the infestation before it spreads. Breach & Clear: DEADline Rebirth is a new and greatly improved version of B&C: Deadline, the follow-up to Breach & Clear, the critically acclaimed hybrid tactical strategy game.

We're back with our 5th post-launch update! We have some bug fixes and improvements we think everyone will appreciate. You can now use some cars to trigger car alarms that will attract the nearby infested when they are set off, distracting them. Look around Harbor City and the Parks for cars with blinking dashlights. [img]http://i.imgur.com/fWMNeUo.png[/img] We are now working on some more in-depth improvements and optimizations that are going to take a bit more time to complete and test to ensure stability. What that basically means is that we'll be skipping next Friday as far as updates go, and we will return in September with some more updates for everyone. As always, we want to thank all of you in the community for all the feedback and bug reports in the forums. Keep them coming! Changelog! [list] [*]Fixed police cars in the docks that weren't being treated as cover. [*]The player can now choose to skip the prologue when starting a new game, even if they do not already have a save file. [*]Fixes to the controller check to prevent the game from sometimes defaulting to show XBox buttons when no Xbox controller is plugged in. [*]Fixed pathing issues in docks. [*]Fixed door to building in the docks that player shouldn't have been able to enter (it led to an empty area). [*]Fixed issue where sometimes door map icons would be rotated sideways. [*]Fixed door icon showing on the minimap for a door that could not be entered in the docks. [*]Fixed door that could be walked through in the docks to an empty building in the docks. [*]Destroyed Anti-air no longer leave behind tank treads. [*]Targeting Anti-air now targets the gun part rather than the center of the vehicle. [*]Fixed bad pathing around chairs in the first floor of the lab. [*]The 1st floor of the medlabs and the tutorial scene now properly show the map. [*]Fixed walls sometimes on Medlab floors that could be walked through. [*]Fixed issue where a dead soldier's icon would sometimes still show on the map in strange locations after changing scenes. [*]Fixed issue behind diner where stairs were too far off the ground. [*]Added car alarm cars to the parks area. [*]Fixed various pathing issues in the parks area. [*]Fixed an issue where geometry could be seen through in Utility Tunnels. [/list]