Dishonored 2 - Update to add new features

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@PCGamer Dishonored 2 is to receive a free update which will add the following features. Custom difficulty, mission selection and an iron man mode with permadeath.

Bethesda has revealed details of the second free Dishonored 2 update, set to arrive on the PC in beta on January 18. The update will bring two major additions to the game: More custom difficulty settings, and a "Mission Restart/Select" option.

More than 20 new difficulty sliders will be available following the update, covering aspects of the game ranging from the speed of sleep dart effectiveness to the number of enemies who will attack you at a single time, and even how effectively you can lean out from behind barriers to get a look at what's going on around you. It will also add a new Iron Man option for new games that not only exposes you to the cruel whims of permadeath, but also disables manual saving and loading, ensuring that you will live-and die-with the consequences of your actions.
More information.
 
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More stuff! More rewards for people who don't buy on Day 1!
 
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Don't see appeal of perma death, but more in depth difficulty options is something l'd see become common.
 
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More stuff! More rewards for people who don't buy on Day 1!
Day1? I preordered it (price discount). A bit of mistake as I still didn't play it - had to go under surgery, later got caught on SR4 and Bully, then friends persuaded me to return to LoL (which will get uninstalled soon because of their new unbalancing bullshit)... Hell it looks I'll start it when they make Dishonored 3.

IMO while mission replay is a good thing within a checkpoints game, numerous difficulty options feels silly, a game should have easy-normal-hard and that's it. Where hard mens nerfing abilities, not pumping up mobs health.
Recent example where hard difficulty fails, you can fastrun DX:MD on permadeath difficulty without a drop of sweat - all you need is to rush invisibility augmentation. And all Eidos needed to do in permadeath was leaving everything as on normal just completely disabling invisibility aug.
 
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More stuff! More rewards for people who don't buy on Day 1!

No. Permadeath and ironman are hardly features for a first or even a second run (one run per character)
Players who browse for content are unlikely to touch these features.

Beside, they are features without an audience.
Ironman/permadeath are demanding as they require consequences of play actions can be charged on the player. No bugs and an average gameplay quality that ensure that a player can manage risk taking reliably.

Devs dropped the ball on this one as they provided players with a kit to customize their own permadeath/ironman. It is up to the player to use properly the tools in difficulty settings so that the ironman/permadeath experience works.
Devs did not do the job and it will take players a lot of runs to understand how to make it.

Making ironman/permadeath is difficult so much that devs prefer to tie the mode to an incentive like unlocking achievements.
 
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Perma-death isn't the only thing on the list. All those sliders for difficulty sounds interesting, though! I can design my own difficulty level! City of Heroes let us do that back in the day and I enjoyed that feature quite a bit.
 
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Yep, permadeath, ironman modes, plus a bunch of difficulty sliders as, instead of doing it themselves, devs preferred to task players with making those two new modes playable.
 
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Well Chien, devs could never satisfy all of the players so sliders are actually the best option IMO.
 
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Count me in the camp that wants more difficulty options in RPGs. Preferably you would be able to set different options and settings before the game and then have to roll with them throughout. As an incentive you could give special achievements or some sort of recognition for doing the harder stuff. Might even encourage more casual players to invest themselves in the game more.

Simple example I always give is the option to turn on limited saving. Many, many RPGs can be exploited or made so easy because you can save every time you take a step. Of course, these modes would have to be balanced and play-tested, but having options that add more difficulty, risk/rewards and various forms of tension would be great for those who like that sort of thing.

I almost think you could add a Story Mode as well which would trivialize combat and just let you play the story, but that potentially would just encourage developers more to focus too much on story and consider gameplay as not as necessary. Plus there are so many easy and/or story-heavy RPGs already that a little optional added difficulty would help keep things interesting for those who are into challenge in games.
 
I'm fine with various difficulty modes as long as the designers give some feedback about them and what is recommended. Otherwise I hate having to guess about just how difficult hard mode is, or whether normal mode will be too easy for an experienced gamer to enjoy.
 
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I'm fine with various difficulty modes as long as the designers give some feedback about them and what is recommended.

Yeah, for sure. Lords of Xulima has a paragraph for each difficulty mode that describes it. That's a good start, but it might be cool to even add additional options on top of just selecting overall difficulty. Kind of like various options to tailor the difficulty of the game to how you feel like playing it. I think it would let gamers choose more of the type of experience they want from a particular RPG.
 
Well Chien, devs could never satisfy all of the players so sliders are actually the best option IMO.

Except that iron man/permadeath are not meant to satisfy all of the players. Only those who are willing to experience them. A much reduced pool that does not count many members on this site.
In this case, devs defaulted and preferred to hand to players the responsibilty of crafting the modes. They outsourced to players and got paid for it.
 
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Don't change the subject Chien. We were taking sliders remember?
 
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There is no change in subject. Actually, trying to shift to sliders only is the change in subject.

The same point has been made since post N°5.

Post N°4 reads

numerous difficulty options feels silly, a game should have easy-normal-hard and that's it. Where hard mens nerfing abilities, not pumping up mobs health.

Post N°5 elaborates on that remark:
Devs dropped the ball on this one as they provided players with a kit to customize their own permadeath/ironman. It is up to the player to use properly the tools in difficulty settings so that the ironman/permadeath experience works.
Devs did not do the job and it will take players a lot of runs to understand how to make it.
The reason there is so many difficulty options is because the devs did not complete iron man/ permadeath modes. They preferred outsourcing the completion to players.

The same point has been constantly made in following posts.
 
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RPGs adding sliders is actually not a bad idea. But, if they go that route they should also add other options as well that aren't in slider form, i.e. "Permadeath - On/Off", "Saving Method - Anywhere/In Town Only", etc.

If RPGs start adding sliders they can create a few different sets to start with, i.e. basic difficulty modes that are essentially slider sets. Then the community could also make slider sets and publish them for others to try. This works really well in sports games, so maybe RPGs could benefit from that as well.
 
PC got the patch as beta ob Steam (consoles won't get it yet):
http://steamcommunity.com/games/403640/announcements/detail/570103951429723444

FEATURES
​•Added new mode:
----->Custom Difficulties

•​Added Mission restart / Mission Select
----->Mission restart available from pause menu and result screen

PC FIXES
​​•Fixed a bug where Switching off the V-Sync for the second time set the ​FPS Limiter to 30 instead of 60 by default

•Fixed a bug where changing the settings from TXAA to FXAA and not applying the change made the TXAA Sharpness turn to 1 instead of its previous value

•Fixed a bug where turning off TXAA Anti-aliasing does not visually disable TXAA Sharpness slider

•Fixed a bug where the changes made to V-Sync were reverted to the previous setting when turning on then cancelling

•Fixed bug where the volumetric lightning is not turned on by default at launch if it was set to off on a previous version and it can't be turned on manually anymore

•Fixed a bug where the "Fog Quality" setting is set back to low after restarting the game

•Fixed a bug where Keyboard/mouse shortcut UI could show up during possession & keyhole peeking

•Fixed a bug where Emily’s feet can be seen floating during the throne room cutscene with high FOV settings

•Fixed a bug where the Low Chaos Sokolov epilogue slide will have black windows if Volumetric Lighting is off

•Fixed a bug where the screen post processing persists in Ansel mode
GENERAL FIXES
​•​Fixed various crashes

•Fixed various save issues

•Fixed various localization issues

•Fixed various rendering issues

•Fixed various audio issues

•Fixed various collision issues

•Fixed various UI issues and added new UI for Game Update 2

•Fixed a bug where the player will instantly die if he possess a Gravehound

•Fixed a bug where a "8" could appear on the screen

•Fixed the LOD of the watchtower

•Fixed a bug where walking down stairs while a wolfhound runs up would cause the hound to bounce backwards

•Fixed a bug where pickpocketing Jindosh's pistol may cause him to throw nothing during combat

•Fixed an audio issue while loading save games

•Fixed a bug where NPCs can suddenly be seen standing during the recover from ragdoll animation

•Fixed a bug where Far Reach pulling a guard that is mantling will have no effect on the guard

•Fixed a bug where NPCs can be involuntarily dropped from a choke, causing their AI to break

•Fixed a bug where making a quick save behind a NPC while using controller configuration C would cause the player to choke the NPC instead of creating a save

•Crushing an unconscious enemy in the safe door will no longer count as both lethal and nonlethal in the stats page

•Fixed a bug where using Domino and Shadow Walk in combination will kill Hypatia without her ever transforming into Grim Alex

•Fixed a bug where the awareness feedback is triggered again when loading a save made after NPCs gained attention

•Fixed a bug where performing slide tackles or ground kicks on NPCs in moving elevators causes them to float or fall through

•Fixed a bug where the witches will idle if the player exits and re-enters a hideout during upgraded Bend Time

•Fixed a bug where guards that see a door opened by a possessed NPC ask who opened it

•Fixed a bug where the facial animation was not launched during key target assassinations

•Fixed a bug where a Sleeping Overseer may face the chair upon waking up despite knowing where the player is

•When sprint and lean mode are set to "hold", the change is now reflected in the tutorials

•No awareness is now used for corpses spotted

•Fixed a bug where Clockwork Soldiers were triggering a Snap Reaction when player is undetected

•Fixed a bug where causing an explosion during Stop Time can stretch out and break NPC models

•Fixed a bug where the gameplay thread was not updated every frame and can miss input

•Fixed a bug where physic objects go active when using the Spyglass although they're far from the player

•Fixed a bug where NPC heads do not appear on screen when picked up and cannot be thrown

•Fixed a bug where Guard NPC heads with helmets have unnatural physics when beheaded and thrown

•Deactivated Redirective Blink when swimming up/down

•Fixed a bug where the player can choke an NPC from very far away if they pull them with Far Reach while Bend Time is active

•Fixed a bug where the player is able to duplicate items by Far Reach pulling and picking up at the same time

•Fixed a bug where the Guard by Ramsey disappears shortly then returns ignoring the player when attacked from above

•Fixed a bug where the player could fall OOW when exiting a rat tunnel

•Fixed a bug where Past Stilton does not alert to the player properly after he panics once

•Fixed a bug where the game will black screen if the player dies during the transition to Long Day in Dunwall: Streets

•Fixed a bug where the player may become control locked and see OOW if they use the Timepiece and a key hole at the same time

•Fixed a bug where the player will fall OOW if they use the Timepiece during a kill move

•Prevented the player from grappling the crossbow in Edge of the World to avoid a weird retargeting if the player is far from the door or blocked by a collision

•Fixed a bug where the Gravehound skull can sometimes go through walls/ground when killed

•Fixed a bug where the amount of available traits is incorrect when replacing a trait during a craft by the same trait

•Fixed a bug where the Watchtower red light projector flare was drawn behind environment elements

•Fixed a render issue on Corvo during character selection

•Fixed a bug where a bright light during transition in time remains if the Timepiece is used to interrupt picking up a corpse

•Fixed a bug where the effects of the Dust Storm can be seen inside the Silvergraph Studio

•Fixed a bug where the living highlight sometime stutters when using Dark Vision

•Crafted Bonecharm list is now sorted

•Fixed a bug where Doppelgangers will instantly despawn on particular spots

•Fixed a bug where using Shadow Walk takedowns on Meagan and Sokolov will have the wrong animations

•Fixed a bug causing the watchtower’s position to reset

•Fixed a bug where the FOV changes during jump or sprint

•Fixed a bug where walking with a possessed NPC into water doesn't count as a kill

•Fixed a bug where the player's weapon is automatically switched when restoring health using the D-pad

•Fixed a bug where the Weapon Wheel was not slowing the duration of Bend Time

•Fixed a bug where Catfall is triggered when using Far Reach after vaulting into water

•Fixed a bug where enemies are still active after the player has killed them right before using the Timepiece

•Fixed a bug where the player is unable to switch quick select items using D-pad while the Health Elixir prompt appears

•Fixed a bug where the game terminates while entering connected standby at the end of mission cutscenes

•Fixed a bug where returning to the initial interactive screen via established user sign out while in active control areas will not present the Main Menu Load Screen

•Fixed a bug where the NPCs are ejected in the air after being shot with a sleep dart

•Fixed a bug where the player can fall from a great height onto the cliffs and survive

•Fixed a misaligned animation for an Adrenaline kill

•Fixed a bug where the player was able to fly if they Far Reach pull and picked up a whale oil tank at the same time

•Fixed a bug where Far Reach pulling NPCs then assassinating them near edges pulls the player over the edge

•Fixed a bug where NPCs are unable to be pulled with Far Reach while they are falling asleep from a sleep dart

•Fixed a bug where canceling Far Reach mid pull drops the body or object that the player is holding

•Fixed a bug where the Doppelganger appears in a T-pose when the player summons her

•Fixed a bug where Redirective Blink does not affect sitting or cowering NPCs

•Fixed a bug where jumping after using a jump Blink will cause the cooldown of Blink to return

•Fixed a bug where changing the resolution or display mode can break the rendering as if everything was rendered twice

•Fixed a bug where speakers don't play any announcements

•Fixed a bug where the player can view the Adrenaline/Blood thirst meter while looking through a keyhole

•Fixed a bug where exiting Pause Menu, Weapons Wheel, or Journal while holding The Dealer targeting or Piercing Insult charged shot auto fires

•Fixed a bug where player may become control locked and see out of world if they use the Timepiece and key hole at same time

•Fixed a bug where with 5 traits of the Bonecharm "Strong Arms"; no longer possible to grab an NPC since it's instantly choked

•Fixed a bug where the player can repeatedly initiate a combat choke on Grim Alex with no prior actions required

•Fixed a bug in Medium difficulty where Health Regeneration is set to Limited by default

•Fixed a bug where NPCs could be put into walls when using Doppleganger Swap during a corpse throw

•Fixed a bug where choking any NPC then immediately pushing them off may cause the chokehold audio to persist

•Fixed a bug where the UI Post Process isn't blurred in Pause Menu

•Fixed a bug where Player's hands have a broken texture in some spots during a dust storm

•Fixed a bug where striped shadow lines can be seen on Outsider and other NPCs

•Fixed a big offset in animation during a drop assassination on the Clockwork

•Fixed a bug where throwing a bottle at Mindy's head after completing her quest breaks her model and can lag the game

•Fixed an occlusion issue outside Jessamine's hidden chamber

•Fixed an occlusion issue across from Galvani's apartment

•Fixed a hole in Addermire building during carriage ride scene

•Fixed too loud footsteps SFX

•Fixed the marker "investigate about Sokolov" which was misplaced

•Fixed a bug where after looting unconscious Paolo player may kill Paolo and loot him again for a second Risky Parry Bonecharm

•Fixed a bug where picking up the rune in the flooded basement awards 1 coin in no powers instead of 200 coins

•The Outsider and Jessamine are no longer factored in the Global Kill Ratio

•Outsider Shrines are no longer factored in the Global Kill Ratio on the Current Stats Screen

•Meagan is no longer factored in the player’s Global Kill Ratio on the Playthrough Stats Screen

•Delilah is no longer counted towards the player’s Global Kill Count each time she appears

•Unkillable NPCs are no longer factored in the Global Kill and Global Non-Lethal Ratios on the Stats screen

•Fixed a bug where the player may never transition to the Epilogue if they chose to take the secret passage to the Throne Room

•Fixed a bug where black Occlusion walls are visible around Jindosh's mansion when red buttons are pressed consecutively

•Fixed a bug where the player may be prevented from finishing the Non-Lethal resolution cinematic if a witch or a Gravehound interrupts the scene​

O_O

Either developers weren't sleeping for past few weeks or Bethesda finally realized official beefy patches instead of few lines of "rare issues" is the thing that makes people happy.

Me? I'm still playing the damned LoL with friends and haven't touched Dishonored 2 yet. Perhaps it's time to tell them to shove off?
 
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Almost half of GB new patch is now live on Steam.
It contains numerous bugfixes.

Fixed a bug where AMD 400 Series Crossfire enabled GPUs will have lower auto graphics presets than the single card GPU
Fixed a bug where the player can get control-locked in the Keybind menu if they use a mouse and gamepad.
Fixed a PC bug where the player will lose in-game sound/audio after alt-tabbing too quickly
Added option to hide the quick select dock
Fixed a bug where Quick Save / Quick Load is available in Iron Mode
UI optimization
Fixed a bug where the FPS drops when the player looks at a gravehound's smoke.
Fixed a bug where possessing a Gravehound causes their smoke effect to build up.
Fixed shadows missing on particles
Fixed a bug where normal maps were inverted with negative scaled objects
Fixed a bug where using Far Reach on a hanging speaker causes strange physics in subsequent Far Reaches
Fixed a bug where aiming Focused Strike or Spyglass at the sky results in poor depth of field masking
Fixed a bug where Jindosh still talks to player in lab after death or being rendered unconscious
Fixed a bug where the journal may become blurred
Fixed a bug in Long Day In Dunwall where screen turns dark a short time after speaking with Meagan
Fixed a bug where the player becomes control-locked when attempting to load corrupt mission saves
Fixed a bug where overwriting corrupt New Game + save with no free space can cause a crash during or after credits
Fixed a bug where Autosave Thumbnails persist after switching Profiles
Fixed a bug in "Long Day in Dunwall” where saving as the mission causes the Mission Save to not be created
Fixed a bug where canceling a mission selection on the main menu and then starting a New Game + prevents selecting a difficulty setting
Fixed a bug where mantling as the elevator hits the ground will cause game to crash
Fixed a bug where Doppelgänger doesn't replenish mana with Corvo
Fixed a bug where NPCs will rediscover bodies after a save/load and enter search mode a second time
Fixed reported issues with some localization text
Fixed a bug where Springrazor traps attached to Rats and Bloodflies will not go off if possessed
Fixed a crash when Far Reaching to an NPC while killing them with Shadow Kill
Fixed a bug where Rats were unable to consume severed limbs
Fixed a crash that could occur during a fight with a rewired Clockwork Soldier
Bloodthirst post-process is now brighter
Fixed a bug where one-handed thrown objects were misaligned to the right of the crosshair
Fixed a bug where the Springrazor won’t trigger when it is put on a bolt
Added a « Full » option for the « Mana Replenish » setting
Fixed a crash when player falls off of platform inside painting while in possession.

Because of playing other games I didn't even start DH2, I hate myself for it, but well, seems holding it for later wasn't a bad thing.
 
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