Sega has announced the release of a patch for first-person shooter Aliens: Colonial Marines on consoles and PC.
Released yesterday on PS3, Xbox 360 and PC, with a Wii U version scheduled to appear next month, the game contains numerous issues in both single-player and multiplayer which will apparently be addressed in the update. These issues are in place at the time of release despite Aliens: Colonial Marines having been in development for over six years – a factor which also didn’t stop the game receiving a number of scathing reviews.
Here is the list of fixes in full:
General
* 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.
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.
* Splitscreen: Weapon Radial menu no longer appears for other players when the pause menu is opened.
* Splitscreen: Fixed issue where if the Game Menu is opened while accessing the Weapon Radial, it stays up on does not function properly.
Multiplayer
* 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.
[Via: CVG]