Yep the cracked version is quite stable i've played most of the game with it.
Its damn good even with all the little bugs. Finally a sniper game made exactly how i want it.
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yep there seems to be solid budget "sniper far cry" game hidden deep inside the buggs :-/
In that sense its kidna similar to second homefront
Just too bad about allthe bugs and some messy stuff, but its much better than it was in beta , but you have to spent some time to set some things up like mouse acceleration and other shit
The core game is okay. Too bad about the thousand binds for equipment wheels. Story is a bit forced but it's a decent game. FitGirl's repack works flawlessly.
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Thank you for the constant feedback and support you’ve provided us! We’ve made strides in improving the game in recent weeks and we’re dedicated to supporting the game further in the upcoming months in order to provide you with the best possible sniping experience. Here are the patchnotes for the current patch:
Features
- Added Steam Cloud support - progress and savedata are kept in user storage now
- Added POI completion reward for Mining Town and Village
Code
- Fixed an issue that could cause the save files to become corrupted
- Fixed crash 'job manager:Atomic counter underflow'
- Fixed crash during Party Crasher mission
- Fixed crash after attempt to open main menu
- Fixed freeze that occurred while changing the video settings
Animations
- Fixed animation bugs with Sawn-off Shotgun
Graphics
- Fixed Shadows cast by local lights
- Fixed invisible objects on lamps
- Fixed green channel flip in ddna textures on terrain
- Fixed incorrect collision on several building and objects
- Several objects LOD’s and settings tweaks
- Several extreme navigation improvements
- Added new proxy for glass
Gameplay
- Fixed the issue that could cause the player to fall through level geometry during the mission (Quarry Coup, Winery, Lydia DLC)
- Fixed that player can get stuck between level geometry (on Village map, in Dam map Safehouse)
- Fixed redundant extreme navigation on several places on Village and Dam maps
Balancing
- Fixed Herstal Voelpe Collimator unlock
- Fixed KT-R extended magazine unlock
- Fixed ES25 Silencer unlock
- Fixed ES25 Bipod unlock
- Increased ammunition for Sawn-off Shotgun
- Moved Sawn-off Shotgun from sidearm to secondary weapon category
UI
- Fixed inconsistent button icon for “docking laptop” action
- Fixed wrong legend icon for POI’s in map menu
- Minimap readability fixes
Mining Town
- Fixed exploit of respawning AI at POI by changing AI spawn rule
- Fixed issue that made player unable to tag 23S soldiers by using CCTV
- Improved skydome in the afternoon
- Fixed lighting in tunnels in Hotel area
- Fixed extreme navigation near the church, antenna area and dam transfer tunnel
- Fixed issue of destroyed lamps casting light in the safehouse
- Player is now able to go under AC system during Cut Off mission
Village
- Tweaked light brightness on village horizon
- Fixed incorrect animation for hanging on stone wall in several places
- Fixed that player can get stuck on lying tires at Burning Brides I mission area
- Fixed improper size of the axe head collectible
- Fixed broken shimmy lines on stairs model
- Fixed holes in geometry of destroyed church in the Awas Family mission area
- Fixed floating object in Lydia’s hotel room in Kozori
Dam
- Wolves on junkyard POI no longer spawn on game start
- Fixed wrong rotation of trash container that causes animation glitches when hiding
- Several performance fixes
- Fixed cloths on POI
- Fixed AI spawn distance in several outposts
- Minor graphical tweaks
- Fixed floating hooks above the road next to the “Butcher” POI
Missions
- Remains of the Day: Fixed church bells that were ringing during mission
- Awas Family: fixed exploit that allowed player to skip “Exfiltrate” objective after loading last checkpoint
- Quarry Coup: fixed incorrect hint display when player kills Madame Roux
- Bridge: Fixed mission AI zone de-spawn on mission completion or abort
- Slaughterhouse: Fixed misplaced mission marker when player speaks to prisoners during the mission
- Slaughterhouse: Fixed rare bugged mission objective in Slaughterhouse mission
- Black Widow: fixed that dead 23S retries detecting player repeatedly
- Get the Red: fixed that Lydia and Raquel VOs overlap while they escape the complex
- Clear Out: fixed inconsistent use of SFX for mission objective
- Burning Bridges II: fixed computer highlight in scout mode
- Loose Ends II: fixed issue which caused the interrogations not providing meeting location
- Loose Ends II: fixed objective update when entering armory through the roof
- Loose Ends III: fixed mission unlock notification
- Loose Ends III: fixed mission objective issue that caused “kill the target” objective to fail when player exfiltrated mission area
- Loose Ends IV: fixed doubled completion objective pop-up
- Loose Ends IV: fixed issue which caused the interrogations not providing location of Koba’s Body
- Loose Ends V: fixed wrong mission unlock notification
- Opium Wars I: fixed inconsistent spawn point when continuously reloading checkpoint
- Opium Wars I: fixes on interior lights
Lydia DLC
- Fixed issue that triggered restricted zone warning message when player uses drone within mission area
- Fixed issue with interrogation that doesn’t end with killing the victim
Localization - ALL
- Added KT-R silencer description to weapon cache
- Fixed hint description that is displayed after clearing all POIs
- Fixed Raquel’s name in main dialogues
Anyone played this again with the 1.2 update?
If so, how is the game now?
played it with the update and liked the game, but around mission 3 or 4 i got freeze and i couldn't go on after the freeze so it was to start over or uninstall and i took the uninstall option till fixed version will come.
Added „Toggle sprint”
Added „Toggle aim”
Added „Chromatic abberation” option in Graphics tab
Added „White dot” on Challenge
Fixes:
Fixed bug that caused player to fall under the map in Escape of Lydia DLC
Fixed blocker in the Slaughterhouse mission
Fixed issue that occured after player skipped objectives during „Remains of the Day” mission
Fixed blur issue with maxed FOV slider
Fixed ammunition issue with Side arms
Fixed issue where player could get stuck in Lada
Fixed issue with drone jamming signal during „Cut Off” mission
Fixed issue with drone being used during Bookie sequence
SFX tweaks of falling tree during Prologue
Fixed issue with player not being able to destroy door with C4 during „Slaughterhouse” mission
Fixed AI despawn issue during „Blockout” mission
Added new enemy model
Fixed issue with missing information on controller layout
Fixed Brezatelya silencer image
Fixed FM-3000 UM ammo bag image
Fixed issue with player not being able to lure enemies with luring bullets after certain steps
Added proper animation of using extreme navigation at one of the POIs on Village map
Fixed issue with objective marker on documents from „Escape of Lydia” DLC
Tweaks for stealth kill animations
Fixed issue with player being unable to analyze all of the clues during „Remain of the Days” mission
Other minor bug fixes
We’ve learned a lot as a team over the course of development for Sniper Ghost Warrior 3, much of which I believe has shaped the talented individuals within CI Games and the entire studio for the better. When we began development of SGW3, we decided on such a relatively large scale of the game with its open world that now we realize it was just too ambitious versus what we could have been able to deliver in any reasonable amount of time. We simply made the wrong math considering the size of our team and the originally given timeframe. By positioning the game in a AAA category, it took us away from what we could have done great. Instead we spent too much effort trying to catch up with other AAA titles in terms of their production values and features. That was a big mistake.
All of that was a huge lesson for us and we’re now moving forward without any tag attached to our next project. We’re planning to make a great tactical shooter where we can focus on exciting gameplay, some key mechanics, and missions that have depth without all of the trappings of a large open-world setting. We want to make this game even more tactical than SGW3, and I believe the last three years have created a wonderful foundation that we can build upon for our next game.
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