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>//:System.Hack update for 19 May 2019

Patch #51

Share · View all patches · Build 3837313 · Last edited 19 May 2019 – 07:15:04 UTC by Wendy

Patchnotes via Steam Community

This patch is focused on bug fixing and balance.

Change Log

  • Fixed a bug causing you to have to flash your credentials twice when passing through a checkpoint
  • Fixed a bug where firing an empty hotbar slot would lock up your animation and your que.
  • Rebuilt the way the game saves/loads your hotbar, and your program library. NOTE: YOUR EXISTING PROGRAMS WILL LOSE THEIR ICONS. They will still work as normal. The game used to generate the icon everytime the program library was populated, now it does when the program is created.
  • Added a catch to remove Invulnerability after the Aptitude Test is over.
  • Fixed a bug that would cause an infinite loading screen if you exited back to the main menu and tried to start a new game or continue.
  • Fixed a bug preventing players from gaining Combat XP.
  • Fixed a bug where the first time you entered the User Information node, all the files had a 0GB size.
  • Fixed a bug where the contract to upload false patient records, wasn't generating an upload file.
  • Fixed a bug where upload contracts for certain nodes wouldn't complete. Now it simply checks if the node you started the transfer in, is the target node for the run, and if the file you are transfering is the target file for the run. If both conditions are true, the job will be flagged complete when the transfer is complete.
  • Fixed a bug in Oracle where information wouldn't be cleared after creating a program.
  • Fixed a bug in Oracle where blank subroutines were built into the final program.
  • Fixed a bug in Oracle that prevented programs from being built if they had a very low complexity (Such as a rank 1 Analyze program).
  • Fixed a bug in Oracle where time didn't pass if you failed your programming.
  • Fixed a bug where Haven could run a global trace against you.
  • Increased the system crash time from 20 seconds to 45 seconds.
  • Fixed the Operations missions. They weren't generating proper systems initially, or during the mission when traveling between multiple systems.
  • Fixed a bug with Operations preventing the HUD from appearing.
  • Added a collision-wall so you can't walk past the UVP display when approaching a node.
  • Root Access now closes after enter the RebootSystem command, saving valuable seconds.
  • The storage window now refreshes when deleting a file, proplerly updating the amount of storage used.
  • Combat subroutines will no longer fire outside of combat.
  • Tweaked the level transitions to and from The Net level. They are much smoother now.
  • Removed some invisible cubes that could have been causing some collision issues.
  • Tweaked the window layout when selling programs to cause less overlap.
  • Fixed a bug in character creation where the displayed values might not be what you actually started the game with
  • Re-balanced character creation.
  • Reworked Response. IC now always act every 2-5 seconds (depending on IC type). How fast the player acts is now relative to the IC effective Response, vs. the player's Response. If equal, the player can act once every 2 seconds. If your Response is twice as high as the IC, you will act every 1 seconds. If it's half as high and you will act once every 4 seconds, and so on.
  • Related to the Response rework. Spam tags slows down how fast an IC acts as a % of the spam Tags relative to their max Response. So an IC with a Response of 8, with 4 Spam tags will act 50% slower. Spam tags still lower the IC effective Response, so by extension, bogging down the IC with SPAM subroutines speeds up the player while slowing the IC.
  • Re-balanced IC subroutine strength to start weaker, and increase slower.
  • Reworked the IC Fortify subroutine to repair a static amount of Breach tags instead of a percentage of the current Firewall rating.
  • Lowered the strength of Hagans Wall's Firewall rating, and increased how often they are able to repair their Firewall. They are much easier to deal with.
  • Significantly bolstered starting Firewall values for new characters.
  • Fixed a bug where the a Hunter IC running a trace would override the crash timer, possibly preventing the system from crashing, or even the avatar from being 'destroyed' if the Hunter IC was defeated before the crash timer hit 0.
  • Fixed a bug with Hunter IC where the Trace was being blocked by your shield. It now hits 100% of the time, and you must defeat the IC or reduce it's Sensors to 0 before the timer runs out.
  • Fixed a bug where IC Breach subroutines didn't weaken the player's Firewall if they don't exceed it, effectively making the player unbeatable with a high enough Firewall.
  • Slowed down how often Code Tagger IC acted in combat.
  • Blaster IC, Guardians, and Analyzers have had their subroutines broken down into two different attacks. First they will focus on Breaching your Firewall before following up with the dangerous subroutines.
  • Re-balanced Passbreaker % of tripping IC. The odds of tripping the IC have been significantly reduced.
  • You can no longer suffer a Global Trace from the Aptitude Test level.
  • Tweaked the top of the UI to make the system information more visible.
  • Fixed some errors in the Root Access tutorial.
>//:System.Hack Content Depot 557331
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