1.1 update
- 2026 Jan 31: The 1.1 update:
General:
- replaced all dialogue voiceover
- some maps got minor visual updates
- removed sharpening (to re-enable, go to diffusion/glsl/enhance_fp.glsl and uncomment #define sharpen)
- fixed mouse scroll jumping not working (it's redundant however, just use sv_enablebunnyhopping 1 - not a cheat)
- some maps got subtle reworks related to NPC navigation and small additional pathways were added in order to improve combat
- improved some decals (bullet hits, blood)
- fixed decals not being lit by dynamic lights
- healthbars are disabled by default (except some boss fights, where they are forced)
- first-person camera in vehicles now can be properly rotated and won't switch to third-person
- replaced vehicle turret model
- default camera distance in vehicles are now set to halfway value, because not everyone has tutorials enabled (distance can be adjusted via mousewheel)
- The "sapper" achievement goal increased to 15
- first enemy will now drop unathorized weapon to show why it can't be picked up
- fixed ammohistory being too large on ultrawide screens
- fixed DOOR STUCK! situations with rotating doors
- added a hint about achievements being disabled when player enables cheats
- fixed damage direction not being shown from Security Drone's attacks
- improved English grammar in notes and subtitles
- more important signs were translated for Russian localization
- fixed crash if holdable sentry dies from trigger_hurt
- reworked normalmaps (thx to ncuxonaT)
- rendering: fixed incorrect texture coordinates and lighting on some models (thx to ncuxonaT)
- replaced/reworked some static props
- fixed code input not responding to numbers if player has a custom config
- red fade due to heavy damage won't be spammed every hit, a 5-sec timeout has been introduced, monochrome effect removed
- fixed an issue when sniper achievement was counting from player's turret kills
- fixed ammo printer giving out ammo for tripmines (it's not supposed to)
- fixed rare crash during the last bossfight
- disabled electroblast in cutscenes
- fixed an issue when weapon zoom persists after entering a safe area with no way to turn it off
- decreased stationary turret's damage (player's turret remains roughly the same)
- new grass animation
NPCs:
- improved soldiers' AI
- soldiers' rifle sound replaced
- improved both male and female scientists' models
- fixed npc stall/slowmotion above 1000 fps
- fixed Big Robo hitbox
- added footsteps' sound into army soldiers' limping animations
- shotgunners' weapon spread increased, so they are less deadly over distance
- army soldiers and CT soldiers now have different voices
Weapons:
- less ammunition on maps, crates will give less ammo
- Weapon slot 3 has been reordered
- weapons FiveSeven, XM1014, G36C and Barrett won't appear in chapters 1 and 2
- weapons KSG shotgun, Beretta, MP5 and crossbow won't appear in chapters 4 and 5 (except the very last map)
- Desert Eagle won't appear in chapter 1
(if these weapons still appear in the selected chapters, please report it as a bug)
- KSG: slightly narrowed spread for primary attack
- knife: added "stealth damage" - triple damage if enemy is unaware, which will result in an instant kill most of the time
- removed clip dropping sound from MRC
- some weapons' reserve ammo amount decreased
- slightly increased both shotguns' reload speed
- sniper rifle sound improved
- sentry no longer sits in weapon HUD after deployment
- handgrenade physics reworked to the one similar to HL25 update
- handgrenades now emit a blinking light while flying for better visibility (both player's and NPC's)
- you can now bind each weapon to a certain key in the Controls menu
- satchels can be picked up back into inventory after throw
- reworked muzzleflash light position, custom light for Alien Sniper
Suit:
- electroblast is reworked to drain half-stamina, not full; if less than half stamina, the damage will be scaled down
- stamina drain from jumping is removed, just like in multiplayer
- dash: distance in air and on ground is now equal (fixed an oversight)
- dash will still be available below 30 stamina, but with reduced power
- player can sprint longer and faster
Main menu:
- music is now looped
- added a couple more options to server creation screen for easier access
- fps limiter is increased from 200 to 300
- unlimited fps option is removed (it's still available through console, but not recommended for general usage)
- Resume Game moved to the top position
Chapter 1:
- map1: changed soldier animation in cutscene, fixed k.o. camera angle
- map2: better door visibility after getting the suit
- map2: fixed situation when player could become stuck while getting the suit
- map3a: fixed missing turret model
- map3a: moved screen turret controls further away from the screen
- map3a: improved stationary sniper rifle controls position
- map3a: water section is now accessible at the end of the map
- map3a: added door close sound when Alice walks away
- map4: Roger's vent reworked for easier climbing and visibility
- map4a: removed unnecessary "find key" sequence
Chapter 2:
- map1: fixed some collision issues
- map1: warehouse area (Tony) has been expanded as an attempt to improve gunfight
- map2a: fixed glass where npc can't see the player
- map2a: player should no longer stuck while falling down the waterfall on jetski
- map2a: improved rock collision at the helicopter fight location
- map2a: added another dweller sighting
- map3: added autosave at the end, during elevator ascent
Chapter 3:
- map2: fixed fall-through-map bug at a certain place
- map5: frequency of spawning enemies in the arena will now depend on difficulty
Chapter 4:
- map2a: fixed Benz number plate
- map2a: some cars can trigger an alarm
- map4: fixed crane clipping into the wall
- map4: added sprite on the crane's button for better visibility
- map4: fixed a shortcut that could allow skipping a crucial item
Chapter 5:
- map1: properly blocked the exit at the crystal puzzle
- map1: fixed drones sometimes not spawning in the elevator shaft
- map4: improved visibility of emergency panels
- map4: fixed one of the laser mirrors being stuck if player is too close
- map5: added autosave before last fight, before player picks up all the weapons
- map5: deleted a person from the last cutscene who is not supposed to be in frame
- map5: frequency of spawning enemies in the boss arena will now depend on difficulty
- map5: player's turrets will be deleted at the start of last cutscene to prevent NPC blockage
- added J.A.C.K. software in the credits
- last fight is reworked so boss wouldn't sit in regen mode indefinitely (until the health is full), but only for 20 seconds instead
- boss should be a little easier in general
- fixed incorrect glow shell color of the boss during regen mode
Multiplayer:
- decreased turret's health
- everything mentioned in the Suit section above
- added mp_maxtripmines server command to limit tripmine spawns per player
Get Diffusion
Diffusion
Story-driven first person shooter
| Status | Released |
| Author | Aynekko |
| Genre | Shooter |
| Tags | 3D, Atmospheric, First-Person, Indie, opengl, Sci-fi, Singleplayer, windows, xash3d |
| Languages | English, Russian |
| Accessibility | Subtitles |
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