Significant patch released for Aliens: Colonial Marines

<p>Sega has announced the release of a patch for first-person shooter <em>Aliens&colon; Colonial Marines<&sol;em> on consoles and PC&period;<&sol;p>&NewLine;<p>Released yesterday on PS3&comma; Xbox 360 and PC&comma; with a Wii U version scheduled to appear next month&comma; the game contains numerous issues in both single-player and multiplayer which will apparently be addressed in the update&period; These issues are in place at the time of release despite <em>Aliens&colon; Colonial Marines<&sol;em> having been in development for over six years &&num;8211&semi; a factor which also didn&&num;8217&semi;t stop the game receiving a number of scathing reviews&period;<&sol;p>&NewLine;<p>Here is the list of fixes in full&colon;<&sol;p>&NewLine;<p><strong>General<&sol;strong><br &sol;>&NewLine;&ast; General user interface improvements&period;<br &sol;>&NewLine;&ast; Various performance improvements&period;<br &sol;>&NewLine;&ast; Fixed issue where a door may not function properly if a Xeno was killed while opening it&period;<br &sol;>&NewLine;&ast; Addressed issue where players could become stuck in a close encounter after killing a Lurker that had pounced them&period;<br &sol;>&NewLine;&ast; Fixed collision issue where bullets would not pass through certain open doorways&period;<br &sol;>&NewLine;&ast; Fixed an issue related to clients incorrectly interrupting Xeno melee encounters&period;<br &sol;>&NewLine;&ast; Addressed an issue where doors would sometimes not open properly&period;<br &sol;>&NewLine;&ast; Addressed an exploit where players could melee while throwing a grenade or placing a claymore&period;<br &sol;>&NewLine;&ast; Fixed some collision detection issues that could result from a close encounter&period;<br &sol;>&NewLine;&ast; Prevented campaign pop-ups from appearing outside of campaign&period;<&sol;p>&NewLine;<p><strong>Campaign<&sol;strong><br &sol;>&NewLine;&ast; Fixed an issue that could prevent NPCs from getting on the elevator in the Sulaco&period;<br &sol;>&NewLine;&ast; NPCs no longer attempt to open doors while being welded&period;<br &sol;>&NewLine;&ast; Fixed issue where Raven could sometimes pass through welded door&period;<br &sol;>&NewLine;&ast; 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&period;<br &sol;>&NewLine;&ast; Adjusted the distance between players before they&&num;8217&semi;re warped to the location of furthest player in co-op&period;<br &sol;>&NewLine;&ast; Fixed issue where torch would sometimes appear incorrectly to co-op clients&period;<br &sol;>&NewLine;&ast; Fixed issue where difficulty could sometimes become stuck incorrectly after switching modes&period;<br &sol;>&NewLine;&ast; Fixed issue where co-op player would not recover properly after being saved from a close encounter&period;<br &sol;>&NewLine;&ast; Fixed issue where Russian players could not drop into a co-op match in some missions&period;<br &sol;>&NewLine;&ast; Updated late-game close encounter moment to disable player input&comma; which could cause them to become stuck&period;<br &sol;>&NewLine;&ast; Splitscreen&colon; Weapon Radial menu no longer appears for other players when the pause menu is opened&period;<br &sol;>&NewLine;&ast; Splitscreen&colon; Fixed issue where if the Game Menu is opened while accessing the Weapon Radial&comma; it stays up on does not function properly&period;<&sol;p>&NewLine;<p><strong>Multiplayer<&sol;strong><br &sol;>&NewLine;&ast; Resolved issue where campaign Motion Tracker could incorrectly in multiplayer loadouts&period;<br &sol;>&NewLine;&ast; Fixed issue where clients would sometimes be invisible after spawning in No Hope in Hadleys&period;<br &sol;>&NewLine;&ast; Multiplayer teams are now randomized &lpar;parties excluded&rpar; if percentage difference in scores is greater than 15&percnt;&period;<br &sol;>&NewLine;&ast; &&num;8216&semi;Switch Teams&&num;8217&semi; option removed from the Pause menu&period;<br &sol;>&NewLine;&ast; Corrected issue where server and client could get out-of-sync when switching out of a power-up while firing&period;<br &sol;>&NewLine;&ast; Fixed issue where controller would vibrate during the scores screen if Rage ability was active upon match end&period;<br &sol;>&NewLine;&ast; Fixed issue where Cloak ability would not conceal the Lurker when walking or jogging&period;<br &sol;>&NewLine;&ast; Corrected bug where clients appeared to spawn outside of world before match start&period;<br &sol;>&NewLine;&ast; Removed placeholder text from appearing on scoreboard in certain situations&period;<br &sol;>&NewLine;&ast; Improved camera transition when Xeno enters a vent&period;<br &sol;>&NewLine;&ast; Fixed issue where Xenomorph HUD could sometimes appear in the wrong color&period;<br &sol;>&NewLine;&ast; Fixed issue with Spitter acid sometimes preventing players from deploying a Sentry Turret for a short while&period;<br &sol;>&NewLine;&ast; Spitter&&num;8217&semi;s &&num;8220&semi;Acid Spray&&num;8221&semi; now originates from the mouth&period;<br &sol;>&NewLine;&ast; Escape&colon; Fixed issue where Xenos could spawn in unplayable space&period;<br &sol;>&NewLine;&ast; Escape&colon; Fixed issue where Xeno players could lose functionality if warped to next area while in a vent&period;<br &sol;>&NewLine;&ast; Escape&colon; Addressed issues where players would spawn with no weapon if they were the last Marine to die in Escape&period;<br &sol;>&NewLine;&ast; Escape&colon; Fixed issue where Cat-Like Reflexes ability would not properly complete in an Escape match&period;<br &sol;>&NewLine;&ast; Escape&colon; Improved timing and placement of warp locations in Emergency Evac map&period;<&sol;p>&NewLine;<p>&lbrack;Via&colon; <a href&equals;"http&colon;&sol;&sol;www&period;computerandvideogames&period;com&sol;390923&sol;aliens-colonial-marines-patch-released&sol;" target&equals;"&lowbar;blank">CVG<&sol;a>&rsqb;<&sol;p>&NewLine;

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