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View Full Version : High on Life day one patch notes, changes & updates



RukBot
12-14-2022, 01:23 PM
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It's more than a gallon of Szechuan sauceHigh on Life (https://www.destructoid.com/reviews/review-high-on-life/) is finally out, and although I had some issues with it, I fully expect folks to vibe with Justin Roiland's newest adventure. They'll be vibing even more once they apply the day one patch, which fixes myriad problems with the base version of the game, from lock-out glitches to visual bugs.
Straight from a tweet from the official account (https://twitter.com/highonlifegame/status/1602739992991866881), we have a laundry list of fixes and optimizations, as well as content updates. Speaking from experience, the general crash and progress blocker fixes are welcome: though in my time with the game, a "checkpoint refresh" was enough to clear them all out. The "improved performance" across all platforms should easily help with some of the visual jank therein, as well as some immersion-breaking stuff like commercials playing early on the in-game living room TV.
A "general collision pass" sounds like a whopper of an update, because it is! It should assist with some general locomotion and gameplay frustrations, and I'm curious to test the "balance pass on all bosses and combat encounters." The final boss also got another bullet point to drive home that combat was a focus in this day one patch.
It's an extensive update, so make sure you apply it if you're grabbing the game today on Game Pass, or at full price.
High on Life full day one patch notes

Fixes and Optimizations

General crash and progress blocker fixes including bad respawns in Douglas Mission and Jetpack tutorial
Improved PC performance across various hardware configurations
Improved performance across Xbox One, and Xbox Series platforms
Improved UI text and button readability
Localization fixes for incorrect/missing translations, subtitle timing, and overall readability
Fixed combat music playing at inappropriate times and music getting stuck during Krubis and Douglas missions
Fixed Blorto?s menu to display player?s warp crystal count accurately and adding a single-purchase limit to Warp Discs
Fixed commercials starting before the previous video completes
Fixed subtitles from remaining on screen after leaving the area or concluding conversations
Improved recommended default video quality settings detection on PC




Content Updates

General collision pass throughout to help prevent the player from getting stuck while venturing off the golden path on uneven terrain
General lookats, lipflap, and narrative animation polish pass on NPCs
General audio balancing and spatialization pass across SFX, Music, and Dialogue
General combat and balance passes on all Boss and Combat Encounters
Balance pass on the Skate Park Warp Base to earn more points per trick
Populated Highway Warp Base to now appear after completing the game
Improved visuals on projectiles for the Sweezy Bullet Rewind Mod
Improved visuals on Garmantuous attacks during final battle
Tuned slide bash to feel less floaty
Increased draw distance on environmental assets in Zephyr and Blim City
Improved player control over gun and enemy combat chatter within the settings menu
TV in the house will now continue to play videos after completing the game
Cleaned up dialogue pacing to feel more natural during various conversations
Enemies will despawn after their death animations fully complete on Xbox One


The post High on Life day one patch notes, changes & updates (https://www.destructoid.com/high-on-life-day-one-patch-notes-changes-updates/) appeared first on Destructoid (https://www.destructoid.com).


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