[Feb 13, 2013, 10:23 am ET] - Share - Viewing Comments
Gearbox Software Support
offers details on a patch for the PC edition of Aliens: Colonial Marines
that's now automatically available through Steam
. This offers a number of single-player and multiplayer bug-fixes, as outlined in this change list:
- General user interface improvements.
- Various performance improvements.
- Fixed issue where a door may not function properly if a Xeno was killed while opening it.
- Addressed issue where players could become stuck in a close encounter after killing a Lurker that had pounced them.
- Fixed collision issue where bullets would not pass through certain open doorways.
- Fixed an issue related to clients incorrectly interrupting Xeno melee encounters.
- Addressed an issue where doors would sometimes not open properly.
- Addressed an exploit where players could melee while throwing a grenade or placing a claymore.
- Fixed some collision detection issues that could result from a close encounter.
- Prevented campaign pop-ups from appearing outside of campaign.
- Fixed an issue that could prevent NPCs from getting on the elevator in the Sulaco.
- NPCs no longer attempt to open doors while being welded.
- Fixed issue where Raven could sometimes pass through welded door.
- Implementing a message to warn players that campaign progress will be overwritten if they try to start an offline campaign game from within the co-op campaign UI.
- Adjusted the distance between players before they're warped to the location of furthest player in co-op.
- Fixed issue where torch would sometimes appear incorrectly to co-op clients.
- Fixed issue where difficulty could sometimes become stuck incorrectly after switching modes.
- Fixed issue where co-op player would not recover properly after being saved from a close encounter.
- Fixed issue where Russian players could not drop into a co-op match in some missions.
- Updated late-game close encounter moment to disable player input, which could cause them to become stuck.
- Resolved issue where campaign Motion Tracker could incorrectly in multiplayer loadouts.
- Fixed issue where clients would sometimes be invisible after spawning in No Hope in Hadleys.
- Multiplayer teams are now randomized (parties excluded) if percentage difference in scores is greater than 15%
- 'Switch Teams' option removed from the Pause menu.
- Corrected issue where server and client could get out-of-sync when switching out of a power-up while firing.
- Fixed issue where controller would vibrate during the scores screen if Rage ability was active upon match end.
- Fixed issue where Cloak ability would not conceal the Lurker when walking or jogging.
- Corrected bug where clients appeared to spawn outside of world before match start.
- Removed placeholder text from appearing on scoreboard in certain situations.
- Improved camera transition when Xeno enters a vent.
- Fixed issue where Xenomorph HUD could sometimes appear in the wrong color.
- Fixed issue with Spitter acid sometimes preventing players from deploying a Sentry Turret for a short while.
- Spitter's "Acid Spray" now originates from the mouth.
- Escape: Fixed issue where Xenos could spawn in unplayable space.
- Escape: Fixed issue where Xeno players could lose functionality if warped to next area while in a vent.
- Escape: Addressed issues where players would spawn with no weapon if they were the last Marine to die in Escape.
- Escape: Fixed issue where Cat-Like Reflexes ability would not properly complete in an Escape match.
- Escape: Improved timing and placement of warp locations in Emergency Evac map.
Enter the details of the comment
you'd like to post in the boxes below and click the button at
the bottom of the form.
||Re: Aliens: Colonial Marines Patched
||Feb 14, 2013, 15:00
|I'm not trying to excuse Randy and Gearbox. I've said that a hundred times. The game is a disaster. But netnerd, you argued with me that no one cuts graphical features out of games over the final 16 months of development.
That's 100% untrue. It happens on virtually every game. That is how games are made. It's always easier to reduce graphical quality than to increase it. If you start with a low target you'll have a bad looking game. If you start with a high target and scale it back you'll have the best looking game you can make ("you" being important, as some people can make better looking games than others, do to how they work the engine, how clever they are, etc.)
What Gearbox did? It's a disaster. I don't think it's as consumer unfriendly as people are claiming. In September of 2011 they had a DX11 version. In February of 2013 they did not. It's that simple. I don't think this was an attempt to mislead or screw, I think they generally weren't given enough funds by Sega to complete a DX11 version. And, given that all the footage we've seen since December has been crap, it isn't like they still touted that as what the game looked like.
That it fell apart this much is hysterical and absurd.
That they never admitted the DX11 version was cut or even commented on the graphical difference is hysterical and absurd.
That the game no longer looks as good is expected. It's the degree that matters.
Had they come out and admitted the DX11 version was cut people would have been somewhat braced for this, though no one would have expected a game that looks worse than Halo 3 and looks like a garbage budget game.
Copyright © 1996-2013 Stephen Heaslip. All rights reserved.
All trademarks are properties of their respective owners.