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Update notes via Steam Community
Hey all! The Burton Equation 1.1 patch is now out, which covers almost all maps of the game and features feedback amendments with current reviews in mind. Most of the changes were in the 20s, 40s, and 80s, but some fixes still came in for the HL2 era and some game-wide changes will affect that chapter too. The TL;DR for the big changes are:

  • A new scripted combat sequence in every map of the 20s, 40s, and 80s. Metrocops are responsible for almost all of these, doing things like ambushing the player more regularly, sentries that will trigger reinforcements, pushing explosives or props down slopes/stairs at the player, or tipping over props for slightly better cover against player attacks, with a few extras besides these. There are also two new environmental sequences, one in the 40s and one in the 80s, for observant players to switch up their approach to engaging enemies. More explosives are also present in all 40s and 80s for a change-up in how to deal with squads of cops
  • An attempt at improving encounter variety, both via the varied tactics above but also by introducing shield scanners and hopper mines into the 40s, and manhacks into the 80s, both with intent to stagger out the enemy introduction and reduce reliance on metrocop combat. Lots of fun interactions to be had with kicking hopper mines back at cops, or manhacks breaking through the glass panels seen in the 80s levels
  • A general rebalance of the game, largely mitigating enemy spam, reducing the difficulty spike of the 40s, and elevating some of the less viable weapons in the arsenal


Please note old saves will not work with this patch!

A full changelog is below, if you'd like the details! I'll do a temperature check following this update to see what's working better than before and what still needs a look over, and evaluate a 1.2 in the New Year. Thanks for your thoughts so far, and Happy New Year!








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(Note that I wrote most of this instructionally to myself - all of these have been amended in some capacity, none of these are "pending changes")

Misc
-achievements menu needs to be removed
-40s seems a little overtuned in difficulty overall, mainly s_d2 and s_d3; reduced enemies, increased health pickups
-40s generally has places you can break out of the map
-20s trash cans have some broken UVs
-the trainstation fences need better collisions to be shot through
-kick whilst reloading
-extend the length of 1920s radio captions
-line breaks on 1920s radio captions
-extend the length caption of fabreen monologues in the 2010s
-weird USP collisions
-fixed fabreen mask cubemap weirdness on integrated graphics
-5 extra scripted sequences for 20s (1 per map)
-5 extra scripted sequences for 40s (1 per map)
-5 extra scripted sequences for 80s (1 per map)
-1 destruction setpiece for 40s
-1 destruction setpiece for 80s
-improve arms
-improve gloves
-improve USP visuals
-improve tommy gun model shading
-improved USP hand deformation
-speed up reloads for glock , USP, tommy gun, tesla tommy, mp40, smg1, crossbow
-manhacks in the 80s with a new texture/model for the era
-shield scanners with mines in the 40s with a new model for the era
-sprint sound cancels power up sounds when pressed
-updated powerup sounds
-waving sepia german flags now use the modified Combine flag depicted in comics
-fixed inconsistency in Terminus map background image

N_d1
-invisible wall under the stairs in the radio room
-add some extra details
-made a metrocop into a sentry, and upon spotting the player summons two other cops to ambush them
-fixed a wonky ragdoll magnet setup causing odd ragdolls in the street

N_d2
-add some extra details
-added a sequence where a pistol cop busts open the first wooden double door and throws out a citizen with it

n_D3
-Not immediately clear where to go after killing Fabreen
-button door for warehouse can be pressed multiple times
-make details consistent
-a new sequence where a cop kicks open the door from the ladder area

n_D4
-not immediately clear where to go at start of the level
-some lamps will duplicate on transition
-music goes over itself
-softlock on top of containers in yard
-softlock on the car near the radio area
-extra details from n_d2
-a sequence where a gangster rolls an explosive canister (not barrel!) down some stairs
-altered double damage powerup placement so you can get more kills with it

N_d5
-make cop tables not break
-one of the wall cupboards is floating off the wall slightly
-car invisible wall in post-warehouse street isn’t very convincing
-extra details from n_d1
-a sequence where a gangster tosses a barrel down some stairs at the player

N_d6
-slow down credits speed

S_d1
-z-fighting on a grate
-a sequence where a cop acts as a sentry and another cop will ambush the player

S_d2
-add a shield scanner and mine
-altered explosive barrel placements
-a sequence where a cop tosses a crate down a slope at the player
-added a couple of explosive canisters
-new line for mine introduction

S_d3
-a sequence where a cop pushes over a table for better cover
-a sequence where you trigger a tank cannon to blow up some cops
-added a couple of explosive canisters
-put down one pre-placed mine

S_d4
-play sfx 0.5 secs later
-add a shield scanner and mine
-a sequence where a few explosive canisters are rolled off of the no-mans land into the trenches at the player
-added a couple of explosive barrels/canisters
-put down one pre-placed mine

S_d5
-make the consoles to place dynamite on more obvious
-burton line talks over Fabreen
-ceiling lamps duplicate on transition
-fix invisible grate on one door
-a sequence where one of the starting cops will ambush the player from around a corner
-added a couple of explosive canisters
-fixed some missing props around the central pillar

s_d6
-slow down credits speed

M_d1
-port in improved skybox
-hud hint on first set of kickable doors
-a sequence where a cop busts out a window in a building in the street to shoot the player
-added a couple of explosive canisters

M_d2
-make the destroyed wood parts into debris
-some manhacks introduced
-a sequence where a cop raises a table and takes cover behind it
-added a couple of explosive canisters
-new line for manhack introduction
-fixed a few obscure z-fighting issues


M_d3
-port in improved skybox from m_d4
-make version of model door with glass in it, and make the outside doors into these, tie them together
-fixed not-working double doors
-some manhacks introduced
-a sequence where a pair of cops gets up from behind a desk at the player
-added a couple of explosive canisters

M_d4
-reduce number of enemy spawns in the chopper fight
-extend chopper blast zone further
-some manhacks introduced
-a sequence where one of the starting cops will ambush the player from around a corner by kicking open a door
-added a couple of explosive canisters

M_d5
-port in improved skybox
-a sequence where a pair of cops ambush the player
-a sequence where the player can shoot out a gas line to ignite a group of cops
-fixed a visible nodraw
-fixed a mismatched texture
-fixed a misplaced cop

m_d6
-slow down credits speed
-fix part of skyscraper getting cut off
-port in improved skybox

T_d2
-disappearing citadel

T_d4
-flickering buildings

T_d5
-if you fall in the portal rooms you are softlocked
-trash can in wall
-tesla tommygun now available (without orbs to avoid fabreen cheesing)

T_d6
-slow down credits speed

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Thanks again! Please consider giving the 1.1 patch a go and amending your review if the patch addressed some of your feedback.
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