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

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