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- Crystals surrounded by a sphere are now present on the surface and underground of CECLON. These crystals move as the player approaches, so you'll need to make contact with them to pick them up. They provide 1 more crystal than big crystals.
- Floor icons have been added to the UI to indicate which floor the overloaded electric panels are on when the energy focuser is switched on. This was not very clear before.
- When all the acid clusters in an acid basin have been collected, a validated icon appears on the relevant acid basin in the interface window map.
- An oxygen capsule was added just after the bridge to be lowered. A cart was also added next to it to enhance realism.
- The indicators that appear on the UI in the top right to show the floor and key elements are now displayed in all safe zones.
CHANGES 
- The barriers in the platform phase to climb to the top of the base have been revised to avoid unnecessary falls (they are higher, wider and new ones have been added).
- The camera no longer adapts if it's hidden by the barriers of the platform phase to climb to the top of the base. It's better in terms of visibility.
- The delay for linking jumps with the main character has been halved.
- The experience gain and level gain icons displayed at the bottom of the UI for the main character and the battle drone have been revised in size, layout and a little about design.
- The effect of the heat wave on the screen is now more visible.
- If you're in a pressurised zone (base, wallpass etc...) and Jensen's oxygen gauge is at 0, he'll no longer lose health.
- The outline of the circle that indicates the day/night cycle now has a light grey outline to make it easier to see if the light is too bright, as it is during the day, by looking at the sky for example.
- The energy focus UI has been revised.
- The safe zone of the outpost has been expanded to fully cover the building and a bit around it.
- Crystals in "Semi-Realistic" and "Realistic" difficulty now provide 2.5% oxygen. The tip related to crystals has been adjusted accordingly in these difficulty modes.
- Stamina now regenerates faster by default when walking or staying still compared to before.
BUG FIXES
- When you first picked up a crystal with the vehicle, it wasn't visible in the inventory; you had to pick up crystals in a different way for it to appear in the inventory.
- In the base there were elements hanging in the air near the teleporter window, but these have now been removed.
- Proofreading of texts in French.
- The UI is now adapted to all resolutions. 
 If we used a specific oxygen capsule on the surface, it did not validate or change the objective point (green) of others to an indicator point (cyan).
- Holding the button to activate a checkpoint made it unusable afterward.
- Checkpoints are now usable in "Realistic" difficulty. They will not work in case of defeat but will be useful for an onboarding objective, a general objective, and also for using the teleporter later on.
- In "Realistic" difficulty, when continuing a game, there is a long delay before gaining control of the character and being able to access the UI.