Pacific Drive
“Pacific Drive,” a 2024 survival game by Ironwood Studios and published by Kepler Interactive, unfolds in the picturesque Pacific Northwest. Players navigate this scenic landscape on foot or in a station wagon, embarking on a quest for escape. The game, experienced through a first-person perspective, introduces challenges in the form of metal monsters eager to latch onto the player’s vehicle.
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Beyond survival, the station wagon serves as a customizable asset, offering repair options and personalization at the player’s garage. Development of “Pacific Drive” commenced in 2019 when creative director Alexander Dracott envisioned the game during a drive through the Olympic Peninsula.
You are watching: Pacific Drive Version 1.1.1 Patch Notes, Improvements in Pacific Drive Version 1.1.1 Patch Notes
Released on February 22, 2024, for PlayStation 5 and Windows, “Pacific Drive” received positive reviews for its immersive atmosphere, well-crafted characters, and detailed vehicle design. While praised, some critiques arose concerning the game’s repetitive and challenging gameplay, providing players with a mix of enjoyment and difficulty in their survival journey.
Pacific Drive Version 1.1.1 Patch Notes
In the latest update for Pacific Drive, version 1.1.1, the developers have focused on enhancing the game’s performance and fixing various bugs. This patch aims to provide players with a smoother and more enjoyable gaming experience. With this update, players can expect improved stability and additional bug fixes, contributing to an overall better gameplay experience.
Highlights
– Performance improvements across the board for GPU on High/Ultra settings, and general CPU improvements across various areas of the game.
– There are now 6 Radio Tracks that are safe-to-stream and will play on the car’s radio and the garage’s juke box when Streamer Mode is enabled in the Settings.
– Many UI/UX, input, and clarity of information improvements
– Many quest scripting bulletproofing fixes to prevent progression blockers and confusion about objectives.
– Tweaks to game economy balancing to smooth out general harvesting + crafting of essentials, while making per-biome objectives a little more spiky and tantalizing.
– Game Balance improvements for damage amounts, healing amounts, and battery drain/recharge amounts.
Bug Fixes
– [Community Bug] Issue where Cyrillic would sometimes appear in English language after swapping languages has been addressed.
– [Community Bug] Fix for getting stuck on Car Abilities Screen when Pause Game while in Menus setting is enabled.
– [Community Bug] Fix for food randomly appearing in your inventory sometimes.
– Fixed issue where there would sometimes not be selectable exit gateways on the last junction of a route. (for valid non-dead-end junctions)
– Fixed issue with Logbook entry achievements not incrementing properly.
– The car will no longer get thrown hundreds of meters away from certain physics interactions. (usually related to or small rock piles at high speeds)
– Fix for Tools sometimes hitting things behind the player while being used.
– Fix for SFX looping on aborting crafting
– Fix for not unlocking in Fabrication Station even if scanning requirements are met
– Fix for issue where exiting your car while driving under the garage door could get the player stuck in the roof
– Fix for energy cost not displaying on Car Abilities Screen
– Many floating props in the world are now settling on the ground better.
– Fixed various props not having proper collision
– Fix for Controller vibrations getting stuck in certain situations.
– Removed “In-World UI Cursor” setting as it broke various UIs when enabled.
– Fixed issue with Transfer Trunk getting deleted sometimes
– Fixed issue where Insecure Items sometimes wouldn’t eject items from the trunk and cause input spam / transfers upon revisiting the trunk.
– reliably applies its effects and properly stops its animation when inactive
– Abilities no longer drain battery while the game is paused.
– Fixed issue where save game timers would loop back around to 0 after 24 hours of playtime.
– Fixed issue where the car could flip out a bunch when hitting a single barrel in the middle of the road
– will no longer give piles of 12+ car parts of the same part
– Fixed issues where sometimes Repair Putty would have trouble targeting car parts.
– Fixed issue where the player could fall through the ground if they tried to leave the Car when it was upended sideways on the driver’s door.
– Improvements to flashlight lighting and clipping into objects in front of the player.
– Fixed certain inventory views extending offscreen, making items inaccessible.
– Fixes for certain VFX causing flickering in the car mirrors
– Fix for bug where pausing the game for a long period of time would cause the Car Physics to freak out on resume.
– Fix for the station wagon sinking into the ground slowly over time
– Fix for doubled-up cars behind the garage
– Fix for doubled-up gas pump in garage
– Fixed an issue with losing their status effect when the Free Repair Setting is enabled.
– Fixed an issue where exiting a Gateway back into the garage in certain circumstances would get a visual effect post-process stuck on screen.
– Fixed an issue with audio ambiance not playing properly in certain quest towers.
– achievement is no longer incredibly difficult to get due to a bug
– Wiper speed quirks now work as intended
– Improved behavior of and at high FPS.
– Fixed an issue where an absconding with a could cause .
– achievement now unlocks properly with both Low Fuel and No Fuel in tank.
– Tinker Station now properly reduces the cost of after diagnosing a quirk
– [Community Bug] You can now re-holster fuel pumps properly at gas stations like a good citizen of the zone.
– [Community Bug] Fixed an issue where holding down throttle on both keyboard and controller would create unbounded acceleration.
QoL + UI/UX Improvements
– [Community Bug] Improved legibility of the button prompt icon for Logbook Notifications
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– [Community Bug] Fixed an issue where dropping lit flares would cause all flares to disappear from the Hotbar
– Updated some controller default bindings to align with players expectations. Jump on Cross, Kick on Square, Uninstall Part on Triangle.
– Fabrication station nodes now display yellow if they’re adjacent to unlocked nodes, making it easier to explore the items that you can work towards unlocking. Nodes you can unlock with your current resources are shown with a dotted yellow outline. The drop-down menu also can still be used to view immediately available upgrades.
– Controls cleaned up for Scanning. Short and Long presses with scan input results in a scan and displaying relevant data. Long hold of Player Menu button will open the log entry for something you’re looking at.
– Improvements to “Recommended Tool” UI that pops up when looking at certain resources for accuracy and better interaction hinting to players.
– Incoming Radio Transmissions popup is now for attention getting with bright yellow color and SFX looping.
– Improvements to various ways of moving items around inventories and between containers.
– Improvements to UI overlapping issues based on high volume of quest objectives.
– You can now open the transfer trunk while holding an object
– Improve consistency of input prompts around fuel pump interactions in various parts of the game.
– Fixed a UX issue where leaving the settings menu with Esc wouldn’t properly save Settings
– Added “Equipped Part Swapping” gameplay setting that you can enable to swap a part on a car with one already in your hand. (cutting down on inputs for common interactions maintaining the car)
– Toned down the visual effects onscreen when player is taking damage / hurt to ensure a little more visibility.
– Easier to highlight + repair the car part now.
– pulls from Car Trunk resources now as well (like other crafting stations in garage)
– Improved clarity of “breaking” status car parts health bar
– Batteries list their capacity in the crafting screen and logbook entries now.
– Fix for device displaying description instead of its own.
– Improved icon sorting when re-arranging items in inventory views
– Reduced instances of erroneous ui-interaction-based HUD warnings
– will now correctly indicate when they are full (green light) or not (red light)
– Added ability to re-bind the Movement axis in Controls Settings
– Correct healing information shows in inventory and crafting UIs for all healing items
– Made optional Transmissions more attention-getting with louder alert SFX and flashing Play text.
– Fixed an issue where pushing in both thumbsticks to sort an inventory on Controller would also trigger each thumbstick button’s individual functions as well.
– Improved iconography for certain car parts
– Improved reliability of “Found In” information in logbook entries.
Mission Fixes / Improvements
– Progression will no longer get stuck if you saved and quit while between objectives
– Tutorial: Fixed fuel objective sticking around if you save and quit and reload before leaving the garage but after completing tutorial steps.
– Tutorial: Fix issue that could occur with Repair Loose Wheel step not progressing
– Tutorial: Fix for issue where the player could fail to have enough Medkits to progress at the pack supplies step
– bulletproofed against possible progression blockers.
– Fixed an issue where would sometimes not spawn in .
– Fix for issue where you can travel further than 2 junctions away from the Garage before activating the .
– Early exit (gateway) progression blocker fixed in mission
– Hazards are properly spawning inside of the now.
– Fix for showing up on the mission junction
– Fixed issue where connections from junctions adjacent to the mission junction would not unlock when expected
– Fixed a progression blocker issue where the exit from the level would not be open in some cases.
– Fixed objectives getting stuck if you died on the map.
– Music plays on retries of the mission after failures as well
– Fixed progression issues related to being full of items after mission failures and failing to deliver future mission-critical items.
– Fixed an issue preventing access to the when returning from
– Fix various other issues related to taking supply runs before attempting missions.
– Fixed map hints and icons not showing up properly in and final maps.
– Fixed issue where players could get around the other side of the garage and soft-lock themselves if they tried leaving the garage map
– Improvements to ensure OST music plays during important story moments in and
Gameplay Balance Tweaks
– Fixed issue where sometimes there wouldn’t be enough Anchors on the last junction of a Route to open a Gateway.
– Flare guns have been buffed to be re-usable and cast light in a larger area and linger in the air.
– Players take more pass-through damage when their car’s protection is compromised.
– Fixed issue where players were not losing any items after abandoning a trip
– Abandoning a trip will properly leave behind a
– Insecure items fall out of containers much sooner and faster now. (so as to be more noticeable)
– Improved positioning of ramp trucks
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– Made visuals for resource site more attention getting
– Made it easier to scan
– Anchors won’t spawn in inaccessible areas of the map
– “Gifted” anchors will give their proper amount of LIM energy now
– The tool will no longer ping locations that have already been harvested
– Fixed issue where you wouldn’t be able to scrap / liberate an engine on the
– Fix for without status effects not giving items when
– Reduced battery drain from junction condition
– Improved durability and function of tier two tools, and slightly reduced certain tier one tools durability.
– Improved resistances and quality
– Flares burn for longer
– Radiation density reduced in junctions near the garage.
– timers extended slightly in general, and moreso on maps.
– Various slight tweaks and improvements to crafting recipes and container loot tables.
– Increased Car Side storage, reduced starter trunk size to better differentiate trunk upgrades.
– Reduced to 2×2 grid size item
– Updated the sequencing of a few nodes in the Fabrication Station tech trees
– now used to craft
– Added a variety of other that can be found in the world, and reduced costs in general.
– now correctly adds to Tinker Station
– Battery usage values for rebalanced to be slightly more draining, while recharging attachments recharge more now. Environmental drains are reduced as well.
– now spawn at their intended rates in .
Performance Improvements
– Various PS5 and PC performance improvements to Game Thread (CPU) and Visuals (GPU)
– High Shadows Quality setting is now much less expensive with similar looking quality.
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– Fixes for frame rate issues on PS5 after certain level transitions
– Performance improved when holding lit flares
Localization Improvements
– [Community Feature] Support for AZERTY Keyboard Layouts
– [Community Improvement] Included translation improvements suggested by Steam Next Fest players in French, German, and Russian.
– Made text scroll in some UI widgets where it was exceeding bounds and getting clipped or overlapping.
– Eliminated any Chinese characters showing as fallback fonts for Japanese language
– Various improvements to translation quality and fixing English strings appearing in non-english languages.
– Improved achievements description accuracy in non-english languages
– Fixed some incorrect speakers in dialogues in Logbook lore entries
Known Issues
*The team is aware of these issues and is continuing to investigate and address them for launch day and post-launch hotfixes.*
– Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.
– Tutorial: “Open Headset OS” prompt can get stuck onscreen after adding the Crude Door to your Checklist, until you hit subsequent mission objectives.
– Mouse buttons are not re-bindable currently due to a bug
– It is easy to miss the Map Scan (optional) in the tower due to low light
– are hyper-focused on and will ignore all other distractions
– Threadripper CPUs can have frame pacing issues causing random performance drops
– Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.
– The Player Menu can appear over the Credits, obscuring them and the Tab/Back button prompt to close the Credits.
– If you Save and Quit at the wrong time when returning from the mission, progress can get blocked. (Allow dialogues to progress fully before saving and quitting at the Garage to avoid this issue until a fix lands.)
– garage upgrade will continue playing its visuals if it still has juice but only a car part left to repair.
Improvements in Pacific Drive Version 1.1.1 Patch Notes
In the Pacific Drive Version 1.1.1 Patch, significant improvements have been introduced to make the game more enjoyable. Firstly, there are performance boosts for both high graphics settings and general gameplay, making it smoother for players using different setups. The addition of 6 new Radio Tracks enhances the in-game experience, especially for those using Streamer Mode, adding variety to the soundtrack played on the car’s radio and the garage’s jukebox.
Secondly, the update addresses various bugs and issues to enhance user experience. These include fixes for language display problems, car physics interactions, and issues related to inventory and crafting. User interface and clarity have been improved, making it easier for players to understand objectives and navigate the game.
Additionally, the patch brings quality of life improvements, such as better control adjustments and clearer visual elements. Pacific Drive’s Version 1.1.1 Patch focuses on refining the game, ensuring better performance, and providing a more polished and enjoyable gameplay experience.
Pacific Drive Gameplay
In “Pacific Drive,” players embark on a survival adventure set in the Olympic Exclusion Zone of the Pacific Northwest, unfolding in the year 1998. The game unfolds from a first-person perspective as players traverse the landscape either on foot or in a station wagon.
A unique aspect is the ability to customize the vehicle at the player’s garage, serving as the central base of operations. Vehicle diagnostics are managed through a headset, allowing players to address issues like quirky car behavior, such as the horn sounding unexpectedly when turning the wheel. Repairs in the game range from on-the-go fixes like swapping flat tires and using a blowtorch to more intricate tasks handled in the garage.
The Inventing Station within the garage becomes a pivotal resource, enabling the harvesting of materials and creation of machines that unveil new routes, add fuel to the car, and destabilize zones. Facing challenges like metal monsters latching onto the car and weather elements affecting vehicle handling, players must strategize repairs and navigate through electrical anomalies and barriers.
The journey is not just about survival; players can discover crafting recipes, blueprints, and engage with non-player characters to escape the Olympic Exclusion Zone, all while collecting energy cores in each level to unlock gateways and return to their garage, triggering a shift in the game’s dynamics with increased hostility and impending storms.
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Pacific Drive Overview
Developer |
Ironwood Studios |
Publisher |
Kepler Interactive |
Director |
Alexander Dracott |
Producer |
Alyssa Askew |
Engine |
Unreal Engine 4 |
Platforms |
PlayStation 5, Windows |
Release |
February 22, 2024 |
Genre |
Survival |
Mode |
Single-player |
Pacific Drive Trailer
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Category: Gaming