- Update Build 95292:
- Major bug fixes
- Addition of a security to avoid the players from triggering the ARC tutorial while being in the Command Room narrative sequence in Dead Hills (Mission 1) which resulted in a blocker.
- Amputated marines are no longer visible on the Mission Report, a message indicating the marines is in the medbay is added.
- Improvement of a previous fix that was unlocking Olduvai (Mission 11) for players stuck at the end of Pryce of Deception (Mission 10).
- Using the skill Incineration inside the ARC/APC will block the extraction and the movement of the squad.
- Fix a crash that was occurring when a marine fell through the ground, got deleted by the game and the player clicked on the marine's card.
- Fix of many blockers that could occur on the Cover tutorial of Berkley's Dock (Mission 2).
- The attribute Smart Ass can no longer be proposed to the Tecker class.
- It is now impossible to spam the RB/R1 gamepad button to do the first phase of the Sector Map tutorial in Dead Hills (Mission 1) to prevent a blocker.
- Improvement of the performances when aiming with a skill.
- The Psychiatric Care Unit is no longer accessible before unlocking it.
- Addition of a security to avoid a blocker during the First Deployment Tutorial between the Prologue and Dead Hills (Mission 1).
- The squad will now be teleported inside the defense room to avoid blocker in Harper's Hell (Mission 3)
- You cannot extract during the Crusher reveal to avoid blocker in Dead Hills (Mission 1)
- Fix performance problems caused by the drone in the Harper's Hell (Mission 3)
- The objective "Get rid of the guardians" in Olduvai (Mission 11) will now trigger properly when deploying or redeploying your APC to a specific waypoint
- Fix of many pathfinding problems during the last mission (Mission 12)
- The marine panel will now correctly update the statistics of the marine when affected by an specific state (ex: Tired)
- Improvement of the performances when exploding a barricade
- Fix some cases where a mission can't be completed at 100% even when all the objectives are completed.
- Fix of the lift during the mission of the "Tantalus Base" (Mission 08) where the lift may stay stuck once inside.
- Fix of the lift during the mission on "Pharos Spire" (Mission 10) where the outside doors don't open on the first floor (Office Floor) after completing the objectives.
- Fix of a crash occurring when a marine dies while interacting.
- Fix of a bug where a marine can be pushed outside of the map resulting in a blocking situation (The marine is now teleported back to closest valid position).
- General Stability Improvement and several fixes on various crashes.
- Minor bug fixes
- Being in the option menu was still counting in the mission duration statistic.
- The lift that allows you to go from the Refinery (Mission 3) to Olduvai (Mission 11) will always be on the floor the squad is on.
- Fix a cover that was not working in the Basement -2 in Olduvai (Mission 11).
- The marine's animation will not loop anymore when spamming the validated button during the marine attribute selection.
- Increase 'Stubborn' label font size to make it more noticeable when it's in effect.
- Shelter icon will disappear if the door has been destroyed.
- "Overloaded Deployable Motion Tracker" can no longer be interacted with after they explode.
- Loading a save inside a trigger box no longer triggers all the events on the map.
- Dead marines with the personality trait "Kleptomaniac" will no longer steal materials.
- Aggressiveness gauge will be the same in the tactical view and when opening the map.
- The Precision Shot now correctly makes noise when used against Eggs.
- Reduced the ragdoll of "big" xenomorphs when killed by explosions.
- Pressing "Confirm" a few times to extract marines will no longer leave the UI message on screen.
- You can no longer interact with survivors through the Fog of War.
- The C4 is now correctly appearing on the barricade at the end of the interaction.
- Attempt to fix the Recon cloth movement when the active pause is pressed or released.
- The Drone can no longer weld from its position, it will correctly reach the door first.
- The Drone's welding now plays the correct VFX.
- The Stop order can now also cancel Drone orders.
- Tweaking of the Codex UI for better navigation.
- Wheels of the APC will not spin during the descent to Omicron Dig Site (Mission 11).
- Increase of the rat speed in Nuclear Protocol (Mission 5) to avoid the player catching him up and breaking the narrative sequence.
- The animation of the UI when picking up a sentry will now be played correctly.
- The Fog of War will be correctly removed when you destroy a wall and leave the room before the explosion happens.
- The datapad shortcut will no longer open the Sector Map UI if it was the last Map mode that was open.
- Fix some shelter issues on Harper's Hell (Mission 3).
- Fix a spawn that was eligible for massive onslaught even though the area was not unlocked yet in Harper's Hell (Mission 3) creating a blocker.
- Tweaking of the animations of Otago's UI.
- Fix of a room where it was impossible to create a shelter in Olduvai (Mission 11).
- Opening the map during the installation of a sentry will no longer make the ammunition of the sentry disappear.
- Fix of the animation when opening the map.
- Part of the UI could stay while the map was open.
- Fix many collision issues across all locations.
- Warriors can no longer jump on a marine that is welding a door to prevent the xenomorph from getting stuck inside the door.
- The objective marker "Check your cameras" in Pryce of Deception is now displayed at the right position.
- Fix the tooltip of "Tired" state in the Inspect Squad tab of the map.
- Aliens will no longer get stuck inside slopes when dashing.
- Making noise with a drone will now correctly set the Hive awareness to Detected.
- A message will be displayed when a marine carrying a follower is outside of the lift but the rest of the squad isn't.
- Moving the drone no longer removes the cover from the marines.
- Marines' lights could be partially broken when carrying someone and after dropping it on the floor.
- Fix some parts of the UI in the Otago's Armory.
- The head's rotation of synthetics in the last mission (Mission 12) now works as intended.
- Fix an issue occuring in some languages where the text indicates that a marine is inside the ARC/APC was overlapping the marine card.
- Some texts were not correctly aligned in the description of the missions in the Mission Selection Screen.
- A Marine in "suppressive fire" state can now perform a reprimand.
- Moving the cursor outside of the Command Deck in the Prologue won't block the progress anymore.
- Prevent an issue during Pharos Spire (Mission 10) where the elevator to reach the Security Floor could not work under specific conditions.
- During the mission located on "Refinery" (Mission 03) fix of the doors at the North east of the map on the ground floor, where the ARC can get through a closed door.
- Fix of the enemy position in every mission to avoid them being stuck in the environment.
- Fix of the objective indicator of the mission located in "Pharos Spire" (Mission 10) indicating the wrong lifts.
- During the mission "Pharos Spire" (Mission 10), a door of a building has been closed on the ground level next to the spire, to avoid the squad being potentially attacked from an ambush during a scripted sequence.
- Fix of the marines watching in the wrong direction after going out of the Carrier.
- Add security to avoid a crash occurring during the lift transition between "Berkley's Dock" and the "Montero".
- Enemies stuck under the map can no longer block an interaction if your squad sees them.
- Fix a crash occurring when the player uses the flamethrower and cancel it before validating it.
- The player can no longer rebind the Left/Right mouse buttons to avoid blocking situations during the game.
- Fix of the Marine's sight on "Dead Hills" (Mission 01) to avoid them being able to see inside rooms while being outside.
- Fix of an issue triggering a game over if the last living marine of the squad is inside a Power Loader.
- Fix of the "Massive Onslaught" GUI not displaying when loading a save made during a massive onslaught.
- Fix of the cursor not displaying when the player has ordered a "leave mission" or a "redeploy" to another location and the squad is killed while extracting.
- Fix of an issue when spam clicking on the cancel button above the marine inside a lift resulting in the cancel button staying displayed indefinitely.
- Fix of a glitch occuring on the skill menu and interaction menu, where the error message displayed the wrong information if the player moves too quickly between the options.
- The cinematics subtitles are no longer visible when disabled.
- During the cover tutorial of the prologue, add a focus and orient camera on the cover position to reach, to avoid a blocking situation for widescreen users.
- Lighting
- The light displayed above the drone to better see it no longer cast shadow on the floor.
- Localization
- Fix of an objective that was mentioning the APC before it was unlocked in Berkley's Dock (Mission 2).
- The Powercore in Atmospheric Nightmare is now properly localized.
- Fix of the "Egg" Codex Entry to match the design.
- Fix of some bullet points on the "Stress Factors" Codex entry.
- Balancing
- It is now impossible to redeploy your squad during a Massive Onslaught.
- Improvement of the Praetorian behavior. It now makes a circular attack when passing through the squad.
- The Synthetic bodies can longer be interacted with in the fog of war.
- Flamethrower isn't blocked by explosive barrels anymore.
- Quality of Life improvements
- Addition of an option to limit the FPS on PC only (60/120/144/Unlimited).
- Addition of a campaign option to disable the Death Clock.
- Addition of a campaign start option to skip the Prologue once it has been completed at least one time.
- Tweak some acknows to improve the pacing.
- Addition of music in the marine deployment and the mission return screens.
- Addition of an autosave in the Otago when returning to the main menu or leaving the game.
- You can dismiss dynamic pop-up with right click.
- Doors of a shelter will now have an icon above them to help players identify which one is required to be welded.
- Rework of the Xenotech Panel to accommodate 11 slots.
- The player can no longer leave the control mapping menu without resolving input conflict.
- Marines ordered to carry or enter a Power Loader are no longer eligible to perform one of the following interactions afterward: place a mine, sentry, deployable motion tracker, tripod.
- Update Build 94926:
- Saves triggered by transition and rest should now work properly on The Montero
- Fix a blocking issue on Pryce of Deception
- Fix an unavailable datapad on Nuclear Protocol secondary objective
- Fix a possible block issue with the cover tutorial on Berkley's Docks
- Fix some cases when a mission completion displayed the wrong information when it's 100% completed
- Update Build 94684:
- Bug fixes
- Major
- Fix of an error preventing the player to unlock the Olduvai Refinery (Mission 11) when finishing Pryce of Deception (Mission 10). If your progress is currently blocked you can redeploy to Pryce of Deception and directly extract to unlock the Mission 11.
- Heavily wounded marine are now saved when extracting after the defense phase at the end of Harper's Hell (Mission 3)
- Prevent a bug allowing the player to complete the objective "Shutdown vent fans" before unlocking it during the mission Pryce of Deception (Mission 10)
- Veterinarian McNeil no longer disappear when dropped on the ground in the mines of Dead Hills (Mission 1)
- Civilians no longer disappear when dropped on the ground of a lift
- Civilians dropped on the floor are still considered as part of the squad
- Fix the Massive Onslaught directly stopping after it starts
- Improvement of several issues blocking the dialogs and preventing the player from progressing further
- Add a protection that will teleport your marines, drones, civilians near their current position if they are stuck in the environment
- Brawler personality trait is now working properly
- General improvement of the stability when using a gamepad (Crash/navigation/usability)
- Prevent a crash from happening on the Welcome screen
- Fix a crash that could happen when eggs were opening to release facehuggers
- Prevent a crash caused by the Alien AI
- Fix an issue where a marines enduring a Facehugger's embrace during recover from ragdoll doesn't block his skills and movements
- Reselecting an objective no longer makes it disappear on the top left corner of your tactical view
- Fix an issue where in McNeil's lab, looting the datapad right after the sentry gun might result in a blocker
- Fix an issue endlessly blocking the marine in an interaction when using the flashlight
- Add of several safeguards preventing aliens to be stuck in patrol
- Fix of the lift floor interaction first button focus by default (only on mouse/keyboard)
- Fix of a crash when loading the autosave of the Runner's introduction cinematic
- The alien will always attack Maeko if she gets detected in the Otago (Mission 9)
- Humanoids will always spawn during the tutorial "Cover" in Berkley's Dock (Mission 2)
- Fix of the crash occuring when repairing a Sentry in front of the Queen's room of the Tantalus Base (Mission 8)
- Bleeding timer is now correctly stopped during a scripted sequence
- Placing a sentry at the start of the basement -2 of Atmospheric Nightmare (Mission 6) no longer kill the scripted aliens which was resulting in a blocker
- You can no longer be blocked using the incinerator unit during Berkley's Dock (Mission 2)
- Repaired synthetic can now fire with a pistol
- Fix of a potential crash when loading an autosave during a Massive Onslaught
- Fix a blocker that was happening when spamming A + RB during the first deployment tutorial
- To avoid a potential blocker, you can no longer take lift while the ARC tutorial is ongoing during Dead Hills (Mission 1)
- Potential fix of a crash that was occuring when opening a datapad while watching a camera feed
- The days are now displayed in the PCU list instead of the traumas' name
- Marines no longer get stuck when taking damage during recover from a ragdoll
- Fix pathfinding issue when taking the elevator from the 2nd floor to 1st floor in Berkley's Dock (Mission 2) creating a blocker
- Fix a potential blocker when loading an autosave occuring while a scripted sequence is ongoing
- Fix an issue where the player was not allowed to use the middle elevator after the APC tutorial in Dead Hills (mission 1)
- Add auto saves during the power loader sequence in Olduvai (mission 11)
- Fix an issue that can prevent the mine objective to trigger in Dead Hills (mission 1)
- Fix the Keller objectives in Nuclear Protocole (mission 5)
- Fix the Anand objectives in Nuclear Protocole (mission 5)
- Lot of display improvements and fixes on the UI during mission and the Otago
- Fix marine upgrade visual sometime disappearing after purchase
- Fix a problem with the lifts where the player had to get out of the lift to trigger it again
- Fix a crash that could occurs when taking a lift with a left behind drone
- Players now get the proper outcome for not saving the survivors in Olduvaï (Mission 11)
- Fix an issue that make the skills unusable if in the drone menu when all tecker dies
- Fix an issue where using the Overloaded Plasma Beam to an Alien performing a special attack could sometimes freezes the game
- Fix a crash in Berkley's Dock (mission 2) that could occur when taking the elevator from the second floor
- Synth recovered during mission are now properly converted into enginer when getting back in the Otago
- Fix many issues when taking the lift to Montero (mission 7)
- Fix the event "sabotage of the Otago's generator" so it could not be repeated indifinitly
- Minor
- Retribution can now be used in every condition (not blocked while a marine is under Suppresive Fire)
- Reprimand can now be used in every condition (not blocked while a marine is under Suppresive Fire)
- The loading bar will now correctly appear above the Sentry when upgrading it
- Removal of the Kill Objective Icon displayed outside of the map at the beginning of the Tantalus Base mission (Mission 8)
- Aliens should not longer die in T pose
- Fire now destroy the eggs as expected
- Marines secured inside the ARC/APC can no longer be killed or take any stress damage by any way
- Fix an issue preventing you to brake the weld in Atmospheric Nightmare (Mission 6)
- Removal of the indestructible door in Atmospheric Nightmare (Mission 6)
- General improvement of the colliders in every missions
- Removal of a flying object in Atmospheric Nightmare (Mission 6)
- The cursor is no longer invisible when opening the ESC menu during an interlude
- Aliens are now able to breach all breachable doors
- ARC/APC are no longer blocked by a dead marine
- Fix an issue that was changing the colorimetry when opening the Inspect Squad while checking a camera
- Graphical improvement of Berkley's Dock (Mission 2)
- Fix a door that was not updating its colors properly when unlocked
- Fix gamepad issue during the tutorial of the Deployable Motion Tracker on Dead Hills (Mission 1)
- Changing the shortcut of the Deployable Motion Tracker no longer blocks the tutorial of the skill
- The game could crash under specific conditions when doing the tutorial "Cover" in Berkley's Dock (Mission 2)
- A marine could get stuck between a cover and an ammocrate near the moutain door of the Tantalus Base mission (Mission 8)
- Fix of an icon clipping on a title on the mission report Statistics panel
- Fix texture error on minimap
- Fix an issue preventing all Command Points from being restored if you heal the stress effect disobediant in the process
- Fix a bug preventing all the sentries to be picked up to obtain the maximum amount
- Fix of the attribute Encouraging speech healing the right stress value only the first time a Rest was done (now heals every time)
- Fix of door where the marine was playing the animation in reverse in Pioneer Station (Mission 5)
- The event "Mental Breakdown" will now apply the right amount of trauma points when acquired
- The turret of the ARC will now correctly rotate while on waiting on a waypoint position
- The VFX of the ARC firing will now correctly appear while on waiting on a waypoint position
- Fix of the animations while interacting with terminals on the Security floor in Pryce of Deception (Mission 10)
- Fix of sound not playing while many sounds are played simultaneously
- Dockers are now visible even after loading the related autosave during the Docker's Reveal cinematic in Berkley's Dock (Mission 2)
- Fix of the objective indicator position for the related "Kill Squad" objective in the Office level of Pryce of Deception (Mission 10)
- Fix the size of the shelter tooltip on the map
- Dead marines and drones don't give vision anymore
- Marines can now walk in the fire area if they are stuck inside one
- Between Atmospheric Nightmare (Mission 6) and Berkley's Dock The Montero (Mission 7) the highlight of the Medbay button will be correctly displayed
- During the misison report the tooltip of trauma acquired by marines will now be correctly displayed
- You can no longer skip the Hangar sequence during the Otago mission (Mission 9)
- Floors of locations are only displayed relatively to the campaign's progression
- The cursor will keep its current position on the welcome screen
- Dead synths will no longer talk
- Fix of a room name not displayed on the right floor on Tantalus Base (Mission 8)
- Marine's models will no longer reset when cancelling a marine promotion
- The spawn point of the final mission are no longer revealed after the first scripted sequence of the mission (Mission 12)
- Fix of the camera misplaced when entering the mines after taking the elevator during Dead Hills (Mission 1)
- Object icons are no longer reveal on the map after a scripted sequence
- Fix of the covers in the warehouse in Pryce of Deception (Mission 10)
- You can no longer save and kill the same survivor in Atmospheric Nightmare's secondary objective (Mission 6)
- Tooltips are now correctly displayed when navigating with the gamepad on the marine panel
- Fire now works properly on every enemies
- The UI is no longer displayed during the chestbuster skin scripted sequence of Dead Hills (Mission 1)
- The UI is no longer displayed during the Queen scripted sequence of Dead Hills (Mission 1)
- The UI is no longer displayed during the first scripted sequence of Olduvai Mine (Mission 11)
- A marine about the enter the powerloader or ordered to carry is no longer eligible to perform interactions
- A carried marine no longer stays attached to the carrier after a save load even when crouching
- Fix an issue when promoting a marine and using a controller
- The mine floor is no longer displayed on the sectormap in Dead Hills (Mission 1)
- The motion tracker no longer works on the basement -2 floor of the Olduvai Mine mission (Mission 11)
- Fix of the legend of the map to add the terminals unlocked
- Fix of an entry point disappearing after going into the deployment selection
- There is no longer a lost signal on the motion tracker if the player goes back from basement -2 to basement -1 in Olduvai Mine (Mission 11)
- Removal of the timer displayed next to "interfering signal" in the basement -2 in Olduvai Mine (Mission 11)
- Maeko now have a FX when using a welder in the Otago mission (Mission 9)
- Revealing a corrupted floor on the sector map won't cost any tools when using a gamepad
- Fix of the camera rotation not stopping during the Queen scripted sequence in Olduvai Mine mission (Mission 11)
- Fix of the camera during the scripted sequence at the start of the second floor of the Refinery mission (Mission 3)
- Fix of the camera misplaced when entering the Montero after taking the elevator during Berkley's Dock (Mission 7)
- You can no longer select the continue button multiple times during the warning message
- The Cheyenne can no longer pass through the floor during the cutscene at the end of the Prologue
- Fix an animation issue that was occuring when a marine is interupted when getting in the Powerloader
- The Codex categories new entry marker will now be correctly removed when all the new entries are checked
- Enemies dots on the map no longer have different sizes
- Aliens are no longer affected by other Aliens crowd control effects to avoid potential alien getting stuck in the environment creating a blocker
- Aliens are no longer attracted by an abducted marine
- Tactical GUI no longer stays displayed while opening the map
- Stasis tutorial in the warehouse of Berkley's Dock (Mission 2) now have enough cover space for the squad and followers
- Civilians now have unique customization
- Fix of a flying crate in the Otago Hangar during the mission launch
- Loading or leaving the game when a marine is abducted no longer unlocked the related achievement
- The GUI is now correctly updating when switching from keyboard to controller on the map
- The text "The squad is in the search area" is now correctly displayed when the squad is effectively in the search area
- The two Basement -1 floors of the Olduvai Mine (Mission 11) are now distinguished as B-1A/B-1B
- Drake's datapad informations are correctly updated in the choice if you have recovered the related datapads
- Fix sound issues when opening the ESC menu
- ARC/APC no longer pushes marines who are in coma
- Loading an autosave with a sergeant that has the backpack upgrade will no longer put a command point on cooldown
- Various text overlap fixes across various menus
- The lift leading to the Montero from Berkley's Dock (Mission 7) now correctly display floor -2 instead of floor 0
- General improvement of the secondary mission of Montero from Berkley's Dock (Mission 7) requiring the player to check several datapads
- ARC/APC will no longer push marines that are in a coma and on their path and will simply roll over them
- Map will no longer blink when opening/closing fast a camera feed
- Lighting improvement on Olduvai (mission 11)
- Fix an issue where one of the marine during the final Olduvaï defense phase could be stuck
- Add a video on ambush codex entry
- Fix fog of war issues on Olduvai (mission 11)
- Fix culling issues on some assets of the final mission
- Fix some clipping issues
- Fix an issue where the lift door stay closed after the defense phase in Berkley's Dock (M2)
- Fix an issue than could occurs when spam clicking during multiple level promotion
- Fix camera orientation issues during scripted events in Olduvai (mission 11)
- Marlow's blood in the final mission is now white : )
- Fix an in game animation when saving Stern
- Fix some minor tactical drone issues
- Fix an issue where the dialogue icon could not be removed properly
- Fix some shelters that did not triggered properly in Berckley's Dock (Mission 2)
- Fix distorted texture in the building on the ground floor of Extraction (Mission 8)
- Fix a UI animation in the save menu
- Fix a visual issue where some collider could be visible
- Fog of war is now properly rendered in the prologue
- Fix the ARC starting position in Otago last stand (mission 4) that could cause some bugs
- Fix the position of a crate in Olduvai (mission 11)
- Fix Aliens reaction to fire
- Shortcuts for drone skills are now properly working
- Now marine can't run when using overchaged plasma skill
- Fix an issue where mines did not trigger properly
- It is now possible to reload a secondary weapon
- The "kill that bastard" icone is now removed properly on dead eggs
- Fix some issues with the oil puddle interaction
- The ARC now corectly rotate its barrel to aim at the aliens during defense phase of Harper's Hell (mission 3)
- Fix some animations during the Otago cutscenes
- Fix an issue where Alien could ignore Maeko after using Chemical tracker in Facing the beast (mission 9)
- The flare icon is now correctly remove from eggs that are already opened.
- Fix barks spamming when time is dilated
- Localization
- Update of the localization (add of new elements and improvement of existing ones)
- Update of the stress effects tooltip and related Codex entries to match the effect
- Update of the description of the weapons statistics to match the proper Ammo per Burst for each weapon
- Update of the Tired tooltip to match the effect
- Update of the values in the tooltip description (upgrade, traits, traumas, Codex assistant)
- Fix of format of the XP gain in the Training Room (no longer display 1-1XP)
- Fix of typo error in the Otago events descriptions (Abandoned Lab / Salvage Operation)
- Update of the Precision Shot tooltip description to match its true damages
- Add of the shotgun stun information on the Codex Assistant Titan entry
- Improvement of the Codex Assistant (fix typo issues and overall improvement of the descriptions)
- Fix of the Codex entry Workshop to display the right amount magazines value for the Smartgun and the Heavy Pulse Rifle
- Fix of the Codex entry Workshop to display the right Material cost value for the Plasma Rifle
- Improvement of the Facehugger Codex Assistant entry
- The "Security Pass" is now localized
- The "Power Core" is now localized
- Fix of the Mind of Steel attribute description to match the effect
- Fix of the Credits
- Torrance name will now use all available alphabets
- Interactions tooltip will no longer display cost when they cost 0 supplies
- Update of the customization name limitation in several language to avoid too long names
- Precision on several attributes and upgrades that their effects are not cumulative
- On the loading menu the difficulty Easy is now correctly displayed as Story
- Workshop weapons description has been fixed and improved
- s for second is now correctly translated in all languages
- Fix of an error message in russian not dispalyed correcly "Pick up Sentry"
- Fix of the weapon panel translation in every languages
- In the loading panel the Otago mission (Mission 9) is now correctly translated in every languages
- Balancing :
- Aliens will now only detect you faster if you are close to the source of the noise you've made (instead of all the time)
- Few covers were disabled in Atmospheric Nightmare (Mission 6°)
- Drastically increase the humanoids respawn timer in M2, M3, M7 and M10
- The power loader phase of Olduvai Main Mine (Mission 11) is now an infinite onslaught
- Suppression of various shelter position across various locations (M1, M3, M7, M10, M11)
- The power loader phase of Tantalus Base (Mission 8) is now an infinite onslaught
- Crushers during the final defense of the Olduvai Mine (Mission 11) are dispatched through every available spawn points
- New content
- Addition of 5 new traumas to add more diversity :
- - Hypochondriac
- - Hematophobia
- - Anthrophobia
- - Obsessive-Compulsive
- - Xenomorphobia
- Update Build 94519:
- Drastically reduced the occurence of the squad leader's acknowledgement after an order
- The "Double Time" line will not play anymore after a walk order (but for your pleasure can still be triggered by a run order)
- Fixed some crashes