Thanks to your feedback, we worked on a hotfix to resolve the issue regarding your missing marines when launching a New Game + campaign. We are sorry for the inconvenience and hope you'll have a great time facing the new difficulty parameters we brought for you in the last update.
You should now properly get your marines when creating a NG+ campaign using a save created before the release of the New Game + Update but please note that in some cases the experience won during the Mission 11 Olduvai Dig Site will not be saved. If you want to be sure to have your marines with the experience gained during that mission please follow those steps:
Load your last Otago save or your last Olduvai Dig Site (Mission 11) save
Complete the mission 12: Redemption
Go back to the main menu
Disclaimer: This hotfix is aiming players creating New Game + campaigns based on campaign saves that were created before the release of the New Game + update. For the players that already created a NG+ campaign and have some marines missing, you will need to create a new NG+ campaign if you want to get back all your marines. We are once again sorry for the inconvenience.
Thank you for your patience. Have a great time playing Aliens: Dark Descent!
Nominate Aliens: Dark Descent for the "Most Innovative Gameplay" Award 2023!
Tindalos Interactive's developers put together and brought you a whole new twist to the strategy genre with a fresh and unique blend of real-time action and turn-based strategy games that took many of you by surprise. Not only that, they've managed to instill the game with the tense, unforgiving nature of the Aliens universe.
Show them your love with a vote for Aliens: Dark Descent!
In Aliens: Dark Descent, command a squad of hardened Colonial Marines to stop a terrifying Xenomorph outbreak on Moon Lethe. Lead your soldiers in real-time combat against iconic Xenomorphs, rogue operatives from the insatiable Weyland-Yutani Corporation, and a host of horrifying creatures new to the Alien franchise.
You are the commander. They are your weapon.
Infiltrate large open levels and annihilate enemies with your squad, dispatching orders strategically and intuitively at the touch of a button. Tread carefully, as your foes will adapt their tactics to your actions while hunting you down because death is permanent. Forge unique paths for survival, uncovering shortcuts, creating safe zones, and setting up motion trackers in a persistent world where your actions impact levels forever.
Customize your squad with a selection of different classes. Level up and specialize your soldiers with unique abilities and an arsenal of weapons, armor, and perks, for high stakes missions in treacherous territory. Develop your base to research new tech and improve your squad even further.
Manage your resources wisely and take calculated risks to outsmart the deadliest creature mankind has ever faced. Can you and your squad stop the outbreak before it’s too late?
Face off in a gripping original Alien story against iconic Xenomorph creatures ranging from Facehuggers to Praetorians, Alien Queens and many more, including rogue human commandos and a brand-new threat unique to this Alien storyline
Lead strategically and change squad tactics from mission to mission, carefully managing your soldiers’ health, resources, and sanity, to avoid permanent team losses and mental breakdowns
Forge unique paths for survival in a persistent world, uncovering shortcuts, creating safe zones and setting up motion trackers to stay one step ahead of these creatures
Assemble and level up squads composed of 5 starting Marines classes, with dozens of specializations, unique abilities and weapons.
Steam Awards 2023
Nominate Aliens: Dark Descent for the "Most Innovative Gameplay" Award 2023! The designers of this game are at the front lines of creative experimentation, bringing a fresh perspective and brain-breaking surprises. This game delighted, inspired and entertained with newness never played before.
In Aliens: Dark Descent, command a squad of hardened Colonial Marines to stop a terrifying Xenomorph outbreak on Moon Lethe. Lead your soldiers in real-time combat against iconic Xenomorphs, rogue operatives from the insatiable Weyland-Yutani Corporation, and a host of horrifying creatures new to the Alien franchise.
You are the commander. They are your weapon.
Infiltrate large open levels and annihilate enemies with your squad, dispatching orders strategically and intuitively at the touch of a button. Tread carefully, as your foes will adapt their tactics to your actions while hunting you down because death is permanent. Forge unique paths for survival, uncovering shortcuts, creating safe zones, and setting up motion trackers in a persistent world where your actions impact levels forever.
Customize your squad with a selection of different classes. Level up and specialize your soldiers with unique abilities and an arsenal of weapons, armor, and perks, for high stakes missions in treacherous territory. Develop your base to research new tech and improve your squad even further.
Manage your resources wisely and take calculated risks to outsmart the deadliest creature mankind has ever faced. Can you and your squad stop the outbreak before it’s too late?
Face off in a gripping original Alien story against iconic Xenomorph creatures ranging from Facehuggers to Praetorians, Alien Queens and many more, including rogue human commandos and a brand-new threat unique to this Alien storyline
Lead strategically and change squad tactics from mission to mission, carefully managing your soldiers’ health, resources, and sanity, to avoid permanent team losses and mental breakdowns
Forge unique paths for survival in a persistent world, uncovering shortcuts, creating safe zones and setting up motion trackers to stay one step ahead of these creatures
Assemble and level up squads composed of 5 starting Marines classes, with dozens of specializations, unique abilities and weapons.
Patch Notes: New Game+ update
- DISTRESS SIGNAL -
Attention, this is a Priority One distress message from the survivors at Jackson's Landing on the planet Lethe. We are broadcasting on all available channels.
The situation here has escalated to a critical state. All lines of communication with governance and security forces have been severed.
The creatures we are facing grow increasingly dangerous, showing new capabilities for rapid nesting and expansion. The situation is desperate.
Some of our scouts have reported seeing a contingent of Colonial Marines engaging the creatures. They appear seasoned, experienced in combat, and potentially knowledgeable about the threat we are facing. While it is unclear how they are faring, any information they possess could be invaluable to our survival.
If this message reaches anyone capable of providing assistance, we implore you to relay our distress signal to the Colonial Marines stationed on this planet—or better yet, come to our aid yourself.
You are our last hope. Please, help us.
End of Transmission.
- This message has been recorded and will repeat automatically -
Major bug fixes
Fix of several occurencies of the Aliens instantly detects the marine’s squad.
The mission success is now forced, when the player deploys in a mission where all the objectives has been completed, but does not have unlocked the next mission.
The game is no longer saved when the player quit the game during the deployment cinematic to avoid a total loss of his squad.
Fix of a Crash that may occur when using a controller and spamming the RB key during the loading of the Otago.
The "Archivist" achievement will now correctly be unlocked when the conditions are met.
During the mission 1 (Dead Hills), removal of the Shelter inside Everly's Room to avoid a block when the player initiates a rest when the scripted sequence starts.
During the mission 08 (Extraction), add of fail safes to avoid a blocking situation where the objective " Enter the Research Center" does not complete correctly.
Minor bug fixes
"Claustrophobia" & "Robophobia" has been removed from the codex as they are not effects in the game.
Fix of the objective indicator that may not be displayed when loading a save.
Fix of the accuracy displayed with the wrong value on the marine statistics when losing the state "Tired" (Only display, the effect was not applied)
A player can no longer load a corrupted save.
A Corrupted save is no longer created when loading a save.
Optimization
Improvement of the framerate dropping that may occur when human enemies are patrolling.
Quality of Life improvements
Modification of the campaign completion calculation to fit more closely to the average time spent on each mission.
New Game+ mode
New Game+: The player have the possibility to start a new campaign in New Game+, by selecting a save from a previouvly finished campaign.
New Game+: Every marine may now reach the level 15, only in new game+.
New Game+: Marine's customization, traits and attributes are all conserved.
New Game+: Weapons, Xenotech and Upgrades have to be unlocked again.
"Perfect Organism": Add a campaign option to raise the attack damages dealt by the Aliens during the campaign (Does Not Need to be in new game+ to be activated)
"We're Too Late": Add a campaign option to raise the starting Infestation level during the campaign. (Does Not Need to be in new game+ to be activated)
A Free New Game+ Mode Makes Landfall in Aliens: Dark Descent
We at Tindalos Interactive and Focus Entertainment have been feeling all of your support for our take on the always-terrifying Alien series, and we want to say thank you! We've been hard at work developing quality of life updates and meaningful additions for our strategic, real-time, squad-based, tactical, action game, and we're ecstatic to reveal we're launching a New Game+ mode straight into Aliens: Dark Descent. This free New Game+ update is available now for all Steam players, globally. Get back in there, Commanders. The job isn't over yet, we've got new, treacherous challenges for you.
Save Humanity, One More Time.
With this intensive addition to Aliens: Dark Descent, you'll be able to restart once more after completing the game, and surviving the Xenomorph outbreak. You skip the prologue and your Marines carry over, keeping their customizations, traits, and attributes; all free of trauma and negative status effects. You will have to unlock your Xenotechs, weapons, and upgrades again, and you'll have the option to turn on the "Perfect Organism" and "We're Too Late" modifiers, which boost Xenomorph damage and raise the infestation level and amount of Xenomorphs respectively. We've also raised the level cap for your marines to 15.
New Game+ is not going to be an easy mission, but with your strong wit, tactical sense, and unwavering determination, you may have a chance.
Newcomers welcome! Hop aboard!
Aliens: Dark Descent features a tactical campaign filled with tense moments, deep strategy, and terrifying revelations. As you explore our game further, you’ll progress in a complex story in an attempt to solve the mysteries of Moon Lethe. You will manage your squad in real-time and as a single unit, with Marines reacting intelligently to orders thanks to a unique system that dispatches them automatically on the field, freeing you from micromanagement. When the Xenomorph threat gets overwhelming, you can slow down time at any moment to focus on tactical decisions in the heat of the moment.
Marines are well equipped to alter their environment and deal with hostiles. The flamethrowers can be used to engulf corridors and block enemy paths. Suppressive fire is effective at slowing down your enemies and sentry guns are best used to survive tough encounters while making sure you don’t run out of resources.
Every run is unique as the Xenomorphs adapt to your gameplay. Every choice you make remains unaltered as you explore our extensive maps. What you’ll need to remember is that managing your Marines’ health and stress levels is equally as important as clearing objectives. And remember, when a Marine dies, they are permanently gone.
After each mission, you return to your ship, the Otago: a hub to heal and recruit Marines, to research and develop new tech that improves gear. With 5 Marines classes available - Tecker, Recon, Medic, Gunner and Sergeant - it’ll be up to you to assign a role to each of them in order to create a stronger squad capable of venturing deeper into Lethe and battling against an onslaught of iconic Xenomorph creatures.
Whether you’re an Aliens: Dark Descent veteran or a newcomer, thank you and we hope you’ll enjoy this New Game+ mode. Aliens: Dark Descent is available on Steam. Pick it up and try out the New Game+ mode for an extra challenge!
Notice of Progress on Planetary Operations on Lethe Undergoing Analysis.
All USCM Otago crew and Weyland-Yutani personnel are considered expendable for the acquisition and recovery of this data. You have been warned.
We have initiated the "Tindalos" protocol to expedite the development of the current simulation. Be prepared for adaptations and changes to operational procedures.
Your cooperation in these urgent matters is greatly appreciated. Remain vigilant and continue to check for updates as the calculation progresses to its conclusion.
MU-TH-UR 6000
End of Transmission
MAJOR FIXES
- Fix of the infinite popup opening when launching the first campaign. - Add security to prevent marine upgrade tutorial triggering twice. - Fix of a blocking state when trying to return to main menu during squad deployment to supplies tutorial transition. - Fix of a blocking state during xenotech tutorial. - Fix of crashes that may occur when using elevator. - Fix of the "Back" button disappearing in the weapon panel. - Fix of the "Suppressive fire" skill that could not be cancelled anymore if launched after 2 "sentry-guns" or 2 "mines" or 2 "deployable motion Tracker". - Fix of the ammo counter that can reach "-1". - Fix of the ammo counter that can reach "2 147 483 647". - Fix of the marine automatically firing at enemies while on the "undetected" state AND a shelter is possible to create. - Fix of the Tactical drone teleporting at the middle of the map, preventing a blocking situation. - During the Prologue, fix of a blocking state triggered when opening the pause menu with a controller during marine selection tutorial. - During the mission 1 (Dead Hills), fix of the ARC tutorial not triggering when returning to the ground floor, preventing a blocking situation. - During the mission 07 (The Montero), fix of the possibility to have the lift leading to the Montero not working after a save, preventing a blocking situation. - During the mission 08 (Extraction), the tactical drone can now trigger a specific sequence in the basement floor (Security Room), preventing a blocking situation. - During the mission 10 (Pryce of Deception), the Queen can no longer being lured by the tactical drone, preventing a blocking situation. - During the mission 10 (Pryce of Deception), Fix of a flow issue at the entrance of the Spire where the player may have a dialogue and the aliens spawning after having deactivating the defenses, preventing a blocking situation. - During the mission 11 (Olduvai), the Queen can no longer be lured by the tactical drone, preventing a blocking situation. - During the mission 11 (Olduvai), fix of the invisible wall at the start of the main mine floor allowing some marines to get through, preventing a blocking situation. - During the mission 11 (Olduvai), fix of the scripted sequence at the start of the "Basement-1" floor where the APC doesn't kill every enemy as intended, preventing a blocking situation. - During the mission 11 (Olduvai), fix of the scripted sequence at the start of the "Basement-1" floor where the player may lose marines without having control of its squad. - Fix of several contextual crashes.
MINOR FIXES
- Fix of the "Nightmares" Otago event error stating that marines become "exhausted", the indication is now "tired". - "Tactical Drones" "breaking the weld" are now stopped properly when the marine "rest". - "Orbital scanner" button on the map is now properly greyed while "Interfering signal" is ongoing. - The auto-save made on the Otago when exiting to main menu before first deployment on Mission 1 (Dead Hills) has been removed, preventing a blocking situation. - The Xenotech slots during the deployment selection are now setted at 10 instead of 11. - During the mission 2 (Berkley's Dock), rework of the navigation to avoid marines that can get blocked in walls. - During the mission 5 (Nuclear Protocol), fix of the objective flow for the secondary objective requiring the player to loot resources crates. It's no longer possible to loot crates before the objective ask to do so. - During the mission 10 (Pryce of Deception), fix of the objective feedback indicating the objective location, that may be removed after using a lift or loading a save.
LOCALIZATION
- Fix of the Otago Event text for the "Nightmares" Event - Add of the right effect ("Tired" instead of "Exhausted") for every language. - Add of the Error Message "{Name} is dead." displayed on the skill unavaible cause all marine that can use this skill are dead. - Add of an error Message on the "Orbital scanner" button when it's disabled during "interfering signal".
BALANCING
- Flare accuracy bonus was "5" for "civilians" and "sentry-guns". Change to "10" to match the bonus given to the marines. - Human enemies can no longer break the weld of the safe zone anymore.
OPTIMIZATION
- Looted aliens’ corpse (with Xeno-samples) are now properly unloaded when changing level.
QUALITY OF LIFE IMPROVEMENTS
- Add of an "Ultra-Wide" option button in the "Display" panel. (Can be activated or deactivated)
UNLOCK OF STUCK SITUATION
- Add of a safeguard, the enemies loaded under the floor are instantly killed, preventing blocking situation. - During the mission 08 (Extraction), add of an unlock for players stuck on the objective after using a drone in the command tower.
New Patch for Aliens: Dark Descent [07/09/2023]
-PRIORITY ONE - -SYSTEM UPDATE -
Notice of Progress on Planetary Operations on Lethe Undergoing Analysis.
All USCM Otago crew and Weyland-Yutani personnel are considered expendable for the acquisition and recovery of this data. You have been warned.
We have initiated the "Tindalos" protocol to expedite the development of the current simulation. Be prepared for adaptations and changes to operational procedures.
Your cooperation in these urgent matters is greatly appreciated. Remain vigilant and continue to check for updates as the calculation progresses to its conclusion.
MU-TH-UR 6000
End of Transmission
MAJOR FIXES
- Fix of the infinite popup opening when launching the first campaign. - Add security to prevent marine upgrade tutorial triggering twice. - Fix of a blocking state when trying to return to main menu during squad deployment to supplies tutorial transition. - Fix of a blocking state during xenotech tutorial. - Fix of crashes that may occur when using elevator. - Fix of the "Back" button disappearing in the weapon panel. - Fix of the "Suppressive fire" skill that could not be cancelled anymore if launched after 2 "sentry-guns" or 2 "mines" or 2 "deployable motion Tracker". - Fix of the ammo counter that can reach "-1". - Fix of the ammo counter that can reach "2 147 483 647". - Fix of the marine automatically firing at enemies while on the "undetected" state AND a shelter is possible to create. - Fix of the Tactical drone teleporting at the middle of the map, preventing a blocking situation. - During the Prologue, fix of a blocking state triggered when opening the pause menu with a controller during marine selection tutorial. - During the mission 1 (Dead Hills), fix of the ARC tutorial not triggering when returning to the ground floor, preventing a blocking situation. - During the mission 07 (The Montero), fix of the possibility to have the lift leading to the Montero not working after a save, preventing a blocking situation. - During the mission 08 (Extraction), the tactical drone can now trigger a specific sequence in the basement floor (Security Room), preventing a blocking situation. - During the mission 10 (Pryce of Deception), the Queen can no longer being lured by the tactical drone, preventing a blocking situation. - During the mission 10 (Pryce of Deception), Fix of a flow issue at the entrance of the Spire where the player may have a dialogue and the aliens spawning after having deactivating the defenses, preventing a blocking situation. - During the mission 11 (Olduvai), the Queen can no longer be lured by the tactical drone, preventing a blocking situation. - During the mission 11 (Olduvai), fix of the invisible wall at the start of the main mine floor allowing some marines to get through, preventing a blocking situation. - During the mission 11 (Olduvai), fix of the scripted sequence at the start of the "Basement-1" floor where the APC doesn't kill every enemy as intended, preventing a blocking situation. - During the mission 11 (Olduvai), fix of the scripted sequence at the start of the "Basement-1" floor where the player may lose marines without having control of its squad. - Fix of several contextual crashes.
MINOR FIXES
- Fix of the "Nightmares" Otago event error stating that marines become "exhausted", the indication is now "tired". - "Tactical Drones" "breaking the weld" are now stopped properly when the marine "rest". - "Orbital scanner" button on the map is now properly greyed while "Interfering signal" is ongoing. - The auto-save made on the Otago when exiting to main menu before first deployment on Mission 1 (Dead Hills) has been removed, preventing a blocking situation. - The Xenotech slots during the deployment selection are now setted at 10 instead of 11. - During the mission 2 (Berkley's Dock), rework of the navigation to avoid marines that can get blocked in walls. - During the mission 5 (Nuclear Protocol), fix of the objective flow for the secondary objective requiring the player to loot resources crates. It's no longer possible to loot crates before the objective ask to do so. - During the mission 10 (Pryce of Deception), fix of the objective feedback indicating the objective location, that may be removed after using a lift or loading a save.
LOCALIZATION
- Fix of the Otago Event text for the "Nightmares" Event - Add of the right effect ("Tired" instead of "Exhausted") for every language. - Add of the Error Message "{Name} is dead." displayed on the skill unavaible cause all marine that can use this skill are dead. - Add of an error Message on the "Orbital scanner" button when it's disabled during "interfering signal".
BALANCING
- Flare accuracy bonus was "5" for "civilians" and "sentry-guns". Change to "10" to match the bonus given to the marines. - Human enemies can no longer break the weld of the safe zone anymore.
OPTIMIZATION
- Looted aliens’ corpse (with Xeno-samples) are now properly unloaded when changing level.
QUALITY OF LIFE IMPROVEMENTS
- Add of an "Ultra-Wide" option button in the "Display" panel. (Can be activated or deactivated)
UNLOCK OF STUCK SITUATION
- Add of a safeguard, the enemies loaded under the floor are instantly killed, preventing blocking situation. - During the mission 08 (Extraction), add of an unlock for players stuck on the objective after using a drone in the command tower.
Aliens: Dark Descent - patch 08/01
Dear devotees of the Darwin Era,
Firstly, thank you, followers, for your unwavering dedication and immense support. Contained within this manifesto are the latest advancements and enhancements made for the ascension of Aliens: Dark Descent. Our most committed guardians have worked tirelessly to bring forth the long-anticipated transformation.
In line with our promises, we present new campaign options:
The ability to disable the "Death Clock".
The option to skip the prologue mission onboard the Pioneer Station, provided it has been completed at least once.
We've also integrated an autosave feature that triggers when you exit the Otago at any moment, ensuring the preservation of your progress and any modifications made to your base and marines management.
Rest assured, our commitment to enhancing and refining our ideals remains unyielding. We diligently review your feedback and prayers to aid us in our endeavor to ascend to a superior form of life. Stay tuned for upcoming updates, and once again, thank you for your overwhelming support in our dream.
Best Regards, Romain Clavier First of Marlow's Followers Darwin Era
Major bug fixes
Addition of a security to avoid the players from triggering the ARC tutorial while being in the Command Room narrative sequence in Dead Hills (Mission 1) which resulted in a blocker.
Amputated marines are no longer visible on the Mission Report, a message indicating the marines is in the medbay is added.
Improvement of a previous fix that was unlocking Olduvai (Mission 11) for players stuck at the end of Pryce of Deception (Mission 10).
Using the skill Incineration inside the ARC/APC will block the extraction and the movement of the squad.
Fix a crash that was occurring when a marine fell through the ground, got deleted by the game and the player clicked on the marine's card.
Fix of many blockers that could occur on the Cover tutorial of Berkley's Dock (Mission 2).
The attribute Smart Ass can no longer be proposed to the Tecker class.
It is now impossible to spam the RB/R1 gamepad button to do the first phase of the Sector Map tutorial in Dead Hills (Mission 1) to prevent a blocker.
Improvement of the performances when aiming with a skill.
The Psychiatric Care Unit is no longer accessible before unlocking it.
Addition of a security to avoid a blocker during the First Deployment Tutorial between the Prologue and Dead Hills (Mission 1).
The squad will now be teleported inside the defense room to avoid blocker in Harper's Hell (Mission 3)
You cannot extract during the Crusher reveal to avoid blocker in Dead Hills (Mission 1)
Fix performance problems caused by the drone in the Harper's Hell (Mission 3)
The objective "Get rid of the guardians" in Olduvai (Mission 11) will now trigger properly when deploying or redeploying your APC to a specific waypoint
Fix of many pathfinding problems during the last mission (Mission 12)
The marine panel will now correctly update the statistics of the marine when affected by an specific state (ex: Tired)
Improvement of the performances when exploding a barricade
Fix some cases where a mission can't be completed at 100% even when all the objectives are completed.
Fix of the lift during the mission of the "Tantalus Base" (Mission 08) where the lift may stay stuck once inside.
Fix of the lift during the mission on "Pharos Spire" (Mission 10) where the outside doors don't open on the first floor (Office Floor) after completing the objectives.
Fix of a crash occurring when a marine dies while interacting.
Fix of a bug where a marine can be pushed outside of the map resulting in a blocking situation (The marine is now teleported back to closest valid position).
General Stability Improvement and several fixes on various crashes.
Minor bug fixes
Being in the option menu was still counting in the mission duration statistic.
The lift that allows you to go from the Refinery (Mission 3) to Olduvai (Mission 11) will always be on the floor the squad is on.
Fix a cover that was not working in the Basement -2 in Olduvai (Mission 11).
The marine's animation will not loop anymore when spamming the validated button during the marine attribute selection.
Increase 'Stubborn' label font size to make it more noticeable when it's in effect.
Shelter icon will disappear if the door has been destroyed.
"Overloaded Deployable Motion Tracker" can no longer be interacted with after they explode.
Loading a save inside a trigger box no longer triggers all the events on the map.
Dead marines with the personality trait "Kleptomaniac" will no longer steal materials.
Aggressiveness gauge will be the same in the tactical view and when opening the map.
The Precision Shot now correctly makes noise when used against Eggs.
Reduced the ragdoll of "big" xenomorphs when killed by explosions.
Pressing "Confirm" a few times to extract marines will no longer leave the UI message on screen.
You can no longer interact with survivors through the Fog of War.
The C4 is now correctly appearing on the barricade at the end of the interaction.
Attempt to fix the Recon cloth movement when the active pause is pressed or released.
The Drone can no longer weld from its position, it will correctly reach the door first.
The Drone's welding now plays the correct VFX.
The Stop order can now also cancel Drone orders.
Tweaking of the Codex UI for better navigation.
Wheels of the APC will not spin during the descent to Omicron Dig Site (Mission 11).
Increase of the rat speed in Nuclear Protocol (Mission 5) to avoid the player catching him up and breaking the narrative sequence.
The animation of the UI when picking up a sentry will now be played correctly.
The Fog of War will be correctly removed when you destroy a wall and leave the room before the explosion happens.
The datapad shortcut will no longer open the Sector Map UI if it was the last Map mode that was open.
Fix some shelter issues on Harper's Hell (Mission 3).
Fix a spawn that was eligible for massive onslaught even though the area was not unlocked yet in Harper's Hell (Mission 3) creating a blocker.
Tweaking of the animations of Otago's UI.
Fix of a room where it was impossible to create a shelter in Olduvai (Mission 11).
Opening the map during the installation of a sentry will no longer make the ammunition of the sentry disappear.
Fix of the animation when opening the map.
Part of the UI could stay while the map was open.
Fix many collision issues across all locations.
Warriors can no longer jump on a marine that is welding a door to prevent the xenomorph from getting stuck inside the door.
The objective marker "Check your cameras" in Pryce of Deception is now displayed at the right position.
Fix the tooltip of "Tired" state in the Inspect Squad tab of the map.
Aliens will no longer get stuck inside slopes when dashing.
Making noise with a drone will now correctly set the Hive awareness to Detected.
A message will be displayed when a marine carrying a follower is outside of the lift but the rest of the squad isn't.
Moving the drone no longer removes the cover from the marines.
Marines' lights could be partially broken when carrying someone and after dropping it on the floor.
Fix some parts of the UI in the Otago's Armory.
The head's rotation of synthetics in the last mission (Mission 12) now works as intended.
Fix an issue occuring in some languages where the text indicates that a marine is inside the ARC/APC was overlapping the marine card.
Some texts were not correctly aligned in the description of the missions in the Mission Selection Screen.
A Marine in "suppressive fire" state can now perform a reprimand.
Moving the cursor outside of the Command Deck in the Prologue won't block the progress anymore.
Prevent an issue during Pharos Spire (Mission 10) where the elevator to reach the Security Floor could not work under specific conditions.
During the mission located on "Refinery" (Mission 03) fix of the doors at the North east of the map on the ground floor, where the ARC can get through a closed door.
Fix of the enemy position in every mission to avoid them being stuck in the environment.
Fix of the objective indicator of the mission located in "Pharos Spire" (Mission 10) indicating the wrong lifts.
During the mission "Pharos Spire" (Mission 10), a door of a building has been closed on the ground level next to the spire, to avoid the squad being potentially attacked from an ambush during a scripted sequence.
Fix of the marines watching in the wrong direction after going out of the Carrier.
Add security to avoid a crash occurring during the lift transition between "Berkley's Dock" and the "Montero".
Enemies stuck under the map can no longer block an interaction if your squad sees them.
Fix a crash occurring when the player uses the flamethrower and cancel it before validating it.
The player can no longer rebind the Left/Right mouse buttons to avoid blocking situations during the game.
Fix of the Marine's sight on "Dead Hills" (Mission 01) to avoid them being able to see inside rooms while being outside.
Fix of an issue triggering a game over if the last living marine of the squad is inside a Power Loader.
Fix of the "Massive Onslaught" GUI not displaying when loading a save made during a massive onslaught.
Fix of the cursor not displaying when the player has ordered a "leave mission" or a "redeploy" to another location and the squad is killed while extracting.
Fix of an issue when spam clicking on the cancel button above the marine inside a lift resulting in the cancel button staying displayed indefinitely.
Fix of a glitch occuring on the skill menu and interaction menu, where the error message displayed the wrong information if the player moves too quickly between the options.
The cinematics subtitles are no longer visible when disabled.
During the cover tutorial of the prologue, add a focus and orient camera on the cover position to reach, to avoid a blocking situation for widescreen users.
Lighting
The light displayed above the drone to better see it no longer cast shadow on the floor.
Localization
Fix of an objective that was mentioning the APC before it was unlocked in Berkley's Dock (Mission 2).
The Powercore in Atmospheric Nightmare is now properly localized.
Fix of the "Egg" Codex Entry to match the design.
Fix of some bullet points on the "Stress Factors" Codex entry.
Balancing
It is now impossible to redeploy your squad during a Massive Onslaught.
Improvement of the Praetorian behavior. It now makes a circular attack when passing through the squad.
The Synthetic bodies can longer be interacted with in the fog of war.
Flamethrower isn't blocked by explosive barrels anymore.
Quality of Life improvements
Addition of an option to limit the FPS on PC only (60/120/144/Unlimited).
Addition of a campaign option to disable the Death Clock.
Addition of a campaign start option to skip the Prologue once it has been completed at least one time.
Tweak some acknows to improve the pacing.
Addition of music in the marine deployment and the mission return screens.
Addition of an autosave in the Otago when returning to the main menu or leaving the game.
You can dismiss dynamic pop-up with right click.
Doors of a shelter will now have an icon above them to help players identify which one is required to be welded.
Rework of the Xenotech Panel to accommodate 11 slots.
The player can no longer leave the control mapping menu without resolving input conflict.
Marines ordered to carry or enter a Power Loader are no longer eligible to perform one of the following interactions afterward: place a mine, sentry, deployable motion tracker, tripod.
New patch for Aliens: Dark Descent
Dear Marines,
We're pleased to release this patch to answer your most requested changes.
Patch notes:
Saves triggered by transition and rest should now work properly on The Montero
Fix a blocking issue on Pryce of Deception
Fix an unavailable datapad on Nuclear Protocol secondary objective
Fix a possible block issue with the cover tutorial on Berkley's Docks
Fix some cases when a mission completion displayed the wrong information when it's 100% completed
We're still monitoring closely all your feedbacks and are already working on the next patch to address the most common issues as soon as possible.
Now get back onboard Marines!
Aliens: Dark Descent - First Major Update
Dear Weyland-Yutani Shareholders,
First of all, we apologize for the delay in releasing the patch notes. The board of directors had to scrupulously review the report.
The R&D department at Tindalos Interactive has been diligently working on "Building Better Games" with our latest project, Aliens: Dark Descent.
In pursuit of excellence, we're set to roll out our first major patch, meticulously crafted based on community feedback. This patch marks a significant leap in our constant drive to refine, balance, and achieve the perfect gaming organism.
With a mix of enhancements, balancing tweaks, and fixes, expect a more immersive descent into the alien world. This isn't just an update; it's a testament to our commitment to you, our esteemed shareholders.
Here’s a reminder of the topics for the general assembly regarding the next patch:
Add the possibility to skip the prologue
Introduce an option to make the campaign deathclock obsolete
Implement an autosave feature when quitting the Otago
And many more…
Please remember that profits should remain our primary consideration for the sake of the project's development. So, keep supporting us by giving the game a thumbs up.
Fix of an error preventing the player to unlock the Olduvai Refinery (Mission 11) when finishing Pryce of Deception (Mission 10). If your progress is currently blocked you can redeploy to Pryce of Deception and directly extract to unlock the Mission 11.
Heavily wounded marine are now saved when extracting after the defense phase at the end of Harper's Hell (Mission 3)
Prevent a bug allowing the player to complete the objective "Shutdown vent fans" before unlocking it during the mission Pryce of Deception (Mission 10)
Veterinarian McNeil no longer disappear when dropped on the ground in the mines of Dead Hills (Mission 1)
Civilians no longer disappear when dropped on the ground of a lift
Civilians dropped on the floor are still considered as part of the squad
Fix the Massive Onslaught directly stopping after it starts Improvement of several issues blocking the dialogs and preventing the player from progressing further
Add a protection that will teleport your marines, drones, civilians near their current position if they are stuck in the environment
Brawler personality trait is now working properly
General improvement of the stability when using a gamepad (Crash/navigation/usability)
Prevent a crash from happening on the Welcome screen
Fix a crash that could happen when eggs were opening to release facehuggers
Prevent a crash caused by the Alien AI
Fix an issue where a marines enduring a Facehugger's embrace during recover from ragdoll doesn't block his skills and movements
Reselecting an objective no longer makes it disappear on the top left corner of your tactical view
Fix an issue where in McNeil's lab, looting the datapad right after the sentry gun might result in a blocker
Fix an issue endlessly blocking the marine in an interaction when using the flashlight
Add of several safeguards preventing aliens to be stuck in patrol
Fix of the lift floor interaction first button focus by default (only on mouse/keyboard)
Fix of a crash when loading the autosave of the Runner's introduction cinematic
The alien will always attack Maeko if she gets detected in the Otago (Mission 9)
Humanoids will always spawn during the tutorial "Cover" in Berkley's Dock (Mission 2)
Fix of the crash occuring when repairing a Sentry in front of the Queen's room of the Tantalus Base (Mission 8)
Bleeding timer is now correctly stopped during a scripted sequence
Placing a sentry at the start of the basement -2 of Atmospheric Nightmare (Mission 6) no longer kill the scripted aliens which was resulting in a blocker
You can no longer be blocked using the incinerator unit during Berkley's Dock (Mission 2)
Repaired synthetic can now fire with a pistol
Fix of a potential crash when loading an autosave during a Massive Onslaught
Fix a blocker that was happening when spamming A + RB during the first deployment tutorial
To avoid a potential blocker, you can no longer take lift while the ARC tutorial is ongoing during Dead Hills (Mission 1)
Potential fix of a crash that was occuring when opening a datapad while watching a camera feed
The days are now displayed in the PCU list instead of the traumas' name
Marines no longer get stuck when taking damage during recover from a ragdoll
Fix pathfinding issue when taking the elevator from the 2nd floor to 1st floor in Berkley's Dock (Mission 2) creating a blocker
Fix a potential blocker when loading an autosave occuring while a scripted sequence is ongoing
Fix an issue where the player was not allowed to use the middle elevator after the APC tutorial in Dead Hills (mission 1)
Add auto saves during the power loader sequence in Olduvai (mission 11)
Fix an issue that can prevent the mine objective to trigger in Dead Hills (mission 1)
Fix the Keller objectives in Nuclear Protocole (mission 5)
Fix the Anand objectives in Nuclear Protocole (mission 5)
Lot of display improvements and fixes on the UI during mission and the Otago
Fix marine upgrade visual sometime disappearing after purchase
Fix a problem with the lifts where the player had to get out of the lift to trigger it again
Fix a crash that could occurs when taking a lift with a left behind drone
Players now get the proper outcome for not saving the survivors in Olduvaï (Mission 11)
Fix an issue that make the skills unusable if in the drone menu when all tecker dies
Fix an issue where using the Overloaded Plasma Beam to an Alien performing a special attack could sometimes freezes the game
Fix a crash in Berkley's Dock (mission 2) that could occur when taking the elevator from the second floor
Synth recovered during mission are now properly converted into enginer when getting back in the Otago
Fix many issues when taking the lift to Montero (mission 7)
Fix the event "sabotage of the Otago's generator" so it could not be repeated indifinitly
Minor
Retribution can now be used in every condition (not blocked while a marine is under Suppresive Fire)
Reprimand can now be used in every condition (not blocked while a marine is under Suppresive Fire)
The loading bar will now correctly appear above the Sentry when upgrading it
Removal of the Kill Objective Icon displayed outside of the map at the beginning of the Tantalus Base mission (Mission 8)
Aliens should not longer die in T pose
Fire now destroy the eggs as expected
Marines secured inside the ARC/APC can no longer be killed or take any stress damage by any way
Fix an issue preventing you to brake the weld in Atmospheric Nightmare (Mission 6)
Removal of the indestructible door in Atmospheric Nightmare (Mission 6)
General improvement of the colliders in every missions
Removal of a flying object in Atmospheric Nightmare (Mission 6)
The cursor is no longer invisible when opening the ESC menu during an interlude
Aliens are now able to breach all breachable doors
ARC/APC are no longer blocked by a dead marine
Fix an issue that was changing the colorimetry when opening the Inspect Squad while checking a camera
Graphical improvement of Berkley's Dock (Mission 2)
Fix a door that was not updating its colors properly when unlocked
Fix gamepad issue during the tutorial of the Deployable Motion Tracker on Dead Hills (Mission 1)
Changing the shortcut of the Deployable Motion Tracker no longer blocks the tutorial of the skill
The game could crash under specific conditions when doing the tutorial "Cover" in Berkley's Dock (Mission 2)
A marine could get stuck between a cover and an ammocrate near the moutain door of the Tantalus Base mission (Mission 8)
Fix of an icon clipping on a title on the mission report Statistics panel
Fix texture error on minimap
Fix an issue preventing all Command Points from being restored if you heal the stress effect disobediant in the process
Fix a bug preventing all the sentries to be picked up to obtain the maximum amount
Fix of the attribute Encouraging speech healing the right stress value only the first time a Rest was done (now heals every time)
Fix of door where the marine was playing the animation in reverse in Pioneer Station (Mission 5)
The event "Mental Breakdown" will now apply the right amount of trauma points when acquired
The turret of the ARC will now correctly rotate while on waiting on a waypoint position
The VFX of the ARC firing will now correctly appear while on waiting on a waypoint position
Fix of the animations while interacting with terminals on the Security floor in Pryce of Deception (Mission 10)
Fix of sound not playing while many sounds are played simultaneously
Dockers are now visible even after loading the related autosave during the Docker's Reveal cinematic in Berkley's Dock (Mission 2)
Fix of the objective indicator position for the related "Kill Squad" objective in the Office level of Pryce of Deception (Mission 10)
Fix the size of the shelter tooltip on the map
Dead marines and drones don't give vision anymore
Marines can now walk in the fire area if they are stuck inside one Between Atmospheric Nightmare (Mission 6) and Berkley's Dock The Montero (Mission 7) the highlight of the Medbay button will be correctly displayed
During the misison report the tooltip of trauma acquired by marines will now be correctly displayed
You can no longer skip the Hangar sequence during the Otago mission (Mission 9)
Floors of locations are only displayed relatively to the campaign's progression
The cursor will keep its current position on the welcome screen
Dead synths will no longer talk
Fix of a room name not displayed on the right floor on Tantalus Base (Mission 8)
Marine's models will no longer reset when cancelling a marine promotion
The spawn point of the final mission are no longer revealed after the first scripted sequence of the mission (Mission 12)
Fix of the camera misplaced when entering the mines after taking the elevator during Dead Hills (Mission 1)
Object icons are no longer reveal on the map after a scripted sequence
Fix of the covers in the warehouse in Pryce of Deception (Mission 10)
You can no longer save and kill the same survivor in Atmospheric Nightmare's secondary objective (Mission 6)
Tooltips are now correctly displayed when navigating with the gamepad on the marine panel
Fire now works properly on every enemies
The UI is no longer displayed during the chestbuster skin scripted sequence of Dead Hills (Mission 1)
The UI is no longer displayed during the Queen scripted sequence of Dead Hills (Mission 1)
The UI is no longer displayed during the first scripted sequence of Olduvai Mine (Mission 11)
A marine about the enter the powerloader or ordered to carry is no longer eligible to perform interactions
A carried marine no longer stays attached to the carrier after a save load even when crouching
Fix an issue when promoting a marine and using a controller
The mine floor is no longer displayed on the sectormap in Dead Hills (Mission 1)
The motion tracker no longer works on the basement -2 floor of the Olduvai Mine mission (Mission 11)
Fix of the legend of the map to add the terminals unlocked
Fix of an entry point disappearing after going into the deployment selection
There is no longer a lost signal on the motion tracker if the player goes back from basement -2 to basement -1 in Olduvai Mine (Mission 11)
Removal of the timer displayed next to "interfering signal" in the basement -2 in Olduvai Mine (Mission 11)
Maeko now have a FX when using a welder in the Otago mission (Mission 9)
Revealing a corrupted floor on the sector map won't cost any tools when using a gamepad
Fix of the camera rotation not stopping during the Queen scripted sequence in Olduvai Mine mission (Mission 11)
Fix of the camera during the scripted sequence at the start of the second floor of the Refinery mission (Mission 3)
Fix of the camera misplaced when entering the Montero after taking the elevator during Berkley's Dock (Mission 7)
You can no longer select the continue button multiple times during the warning message
The Cheyenne can no longer pass through the floor during the cutscene at the end of the Prologue
Fix an animation issue that was occuring when a marine is interupted when getting in the Powerloader
The Codex categories new entry marker will now be correctly removed when all the new entries are checked
Enemies dots on the map no longer have different sizes
Aliens are no longer affected by other Aliens crowd control effects to avoid potential alien getting stuck in the environment creating a blocker
Aliens are no longer attracted by an abducted marine
Tactical GUI no longer stays displayed while opening the map
Stasis tutorial in the warehouse of Berkley's Dock (Mission 2) now have enough cover space for the squad and followers
Civilians now have unique customization
Fix of a flying crate in the Otago Hangar during the mission launch
Loading or leaving the game when a marine is abducted no longer unlocked the related achievement
The GUI is now correctly updating when switching from keyboard to controller on the map
The text "The squad is in the search area" is now correctly displayed when the squad is effectively in the search area
The two Basement -1 floors of the Olduvai Mine (Mission 11) are now distinguished as B-1A/B-1B
Drake's datapad informations are correctly updated in the choice if you have recovered the related datapads
Fix sound issues when opening the ESC menu
ARC/APC no longer pushes marines who are in coma
Loading an autosave with a sergeant that has the backpack upgrade will no longer put a command point on cooldown
Various text overlap fixes across various menus
The lift leading to the Montero from Berkley's Dock (Mission 7) now correctly display floor -2 instead of floor 0
General improvement of the secondary mission of Montero from Berkley's Dock (Mission 7) requiring the player to check several datapads
ARC/APC will no longer push marines that are in a coma and on their path and will simply roll over them
Map will no longer blink when opening/closing fast a camera feed
Lighting improvement on Olduvai (mission 11)
Fix an issue where one of the marine during the final Olduvaï defense phase could be stuck
Add a video on ambush codex entry
Fix fog of war issues on Olduvai (mission 11)
Fix culling issues on some assets of the final mission
Fix some clipping issues
Fix an issue where the lift door stay closed after the defense phase in Berkley's Dock (M2)
Fix an issue than could occurs when spam clicking during multiple level promotion
Fix camera orientation issues during scripted events in Olduvai (mission 11)
Marlow's blood in the final mission is now white : )
Fix an in game animation when saving Stern
Fix some minor tactical drone issues
Fix an issue where the dialogue icon could not be removed properly
Fix some shelters that did not triggered properly in Berckley's Dock (Mission 2)
Fix distorted texture in the building on the ground floor of Extraction (Mission 8)
Fix a UI animation in the save menu
Fix a visual issue where some collider could be visible
Fog of war is now properly rendered in the prologue
Fix the ARC starting position in Otago last stand (mission 4) that could cause some bugs
Fix the position of a crate in Olduvai (mission 11)
Fix Aliens reaction to fire
Shortcuts for drone skills are now properly working
Now marine can't run when using overchaged plasma skill
Fix an issue where mines did not trigger properly
It is now possible to reload a secondary weapon
The "kill that bastard" icone is now removed properly on dead eggs
Fix some issues with the oil puddle interaction
The ARC now corectly rotate its barrel to aim at the aliens during defense phase of Harper's Hell (mission 3)
Fix some animations during the Otago cutscenes
Fix an issue where Alien could ignore Maeko after using Chemical tracker in Facing the beast (mission 9)
The flare icon is now correctly remove from eggs that are already opened.
Fix barks spamming when time is dilated
Localization
Update of the localization (add of new elements and improvement of existing ones)
Update of the stress effects tooltip and related Codex entries to match the effect
Update of the description of the weapons statistics to match the proper Ammo per Burst for each weapon
Update of the Tired tooltip to match the effect
Update of the values in the tooltip description (upgrade, traits, traumas, Codex assistant)
Fix of format of the XP gain in the Training Room (no longer display 1-1XP)
Fix of typo error in the Otago events descriptions (Abandoned Lab / Salvage Operation)
Update of the Precision Shot tooltip description to match its true damages
Add of the shotgun stun information on the Codex Assistant Titan entry
Improvement of the Codex Assistant (fix typo issues and overall improvement of the descriptions)
Fix of the Codex entry Workshop to display the right amount magazines value for the Smartgun and the Heavy Pulse Rifle
Fix of the Codex entry Workshop to display the right Material cost value for the Plasma Rifle
Improvement of the Facehugger Codex Assistant entry
The "Security Pass" is now localized
The "Power Core" is now localized
Fix of the Mind of Steel attribute description to match the effect
Fix of the Credits
Torrance name will now use all available alphabets
Interactions tooltip will no longer display cost when they cost 0 supplies
Update of the customization name limitation in several language to avoid too long names
Precision on several attributes and upgrades that their effects are not cumulative
On the loading menu the difficulty Easy is now correctly displayed as Story
Workshop weapons description has been fixed and improved
s for second is now correctly translated in all languages
Fix of an error message in russian not dispalyed correcly "Pick up Sentry"
Fix of the weapon panel translation in every languages
In the loading panel the Otago mission (Mission 9) is now correctly translated in every languages
Balancing :
Aliens will now only detect you faster if you are close to the source of the noise you've made (instead of all the time)
Few covers were disabled in Atmospheric Nightmare (Mission 6°)
Drastically increase the humanoids respawn timer in M2, M3, M7 and M10
The power loader phase of Olduvai Main Mine (Mission 11) is now an infinite onslaught
Suppression of various shelter position across various locations (M1, M3, M7, M10, M11)
The power loader phase of Tantalus Base (Mission 8) is now an infinite onslaught
Crushers during the final defense of the Olduvai Mine (Mission 11) are dispatched through every available spawn points
New content
Addition of 5 new traumas to add more diversity : - Hypochondriac - Hematophobia - Anthrophobia - Obsessive-Compulsive - Xenomorphobia