Quake Remastered Update 1 patch notes expand bot support
Published , by TJ Denzer
Quake Remastered has been out for a moment now, bringing the classic gothic arena shooter to new consoles with new improvements and features to go along with them. You might have thought id Software and Bethesda would release this remaster and call it a day, but they’re improving upon the what’s out there. Update 1 has launched for Quake Remastered, bringing along expanded features and improvements to go along with it, notably to bots in multiplayer. We’ve got the patch notes right here for you.
Quake Remastered Update 1 patch notes
Quake Remastered Update 1 and its patch notes launched on October 7, 2021 on all available platforms. It brings with it a list of changes, including bug fixes and improvements to the game. Notably, a bunch of new maps are getting bot support in multiplayer and the bots themselves are getting improvements to their behavior and play. You can find the full list of patch notes just below.
Improvements
Controls
Improved analog stick input on controllers – now more responsive by default
Added deadzone, aim acceleration, exponent and aim smoothing options to tweak gamepad input in the Input Options menu
Map Improvements: Dimension of the Machine
Hell or Dark Water (MGE3M2): added checkpoint spawns in co-op after traps section
Grave Machine (MGE4M1): added checkpoint spawns in co-op and fixed pain triggers around pentagram
A Grave Mistake (MGE4M2): added checkpoint spawns in co-op and pain triggers to prevent falling through and skipping them
General Improvements
Save game process is faster on large levels
Hosts are now identified by an icon instead of a color to make it easier to distinguish for color blind players
Weapon wheel HUD element is no longer cut off on local multiplayer vertical split-screen
Online Multiplayer
Removed visible game limit in match browser
Improved Scourge of Armagon client-side prediction
Bots
Added bot support for the following levels
The Slipgate Complex (E1M1)
Castle of the Damned (E1M2)
The House of Chthon (E1M7)
The Elder God Shrine (E4M3)
Shub-Niggurath's Pit (END)
The Edge of Oblivion (HIPDM1)
The Pumping Station (HIP1M1)
Improved bot melee attack, swimming and weapon selection behaviors
Added text dialogues for when bots make kills or get killed
Improved bot handling of elevators
Improved bot navigation on The Abandoned Base (DM3)
PC Only
Added monitor select option
Control Updates
Added quick save and quick load key binds
Added default keyboard binds for the Laser Cannon, and Mjolnir in Scourge of Armagon
Note: Users with existing save data may need to bind these manually from the Input Options menu
Bug Fixes
Gameplay
Fixed backward movement speed accidentally being set to walk
Game speed now correctly resets after using the Weapon Wheel
Resolved a bug that could result in the player getting stuck when jumping out of the water
Turning off friendly fire no longer prevents self-damage
Audio
Fixed rare audio crash in Scourge of Armagon
Resolved issue that caused excessive clipping when multiple sounds play simultaneously
Resolved an issue in which the wrong audio track was playing during the Scourge of Armagon demo
Fixed an issue in which Track 11 was playing instead of Track 10 on Gloom Keep (E1M5), The Wizard’s Manse (E2M5), The wind Tunnels (E3M5) and Hell’s Atrium (E4M5)
Maps
The Silver Key no longer shows up in Hell’s Atrium (E4M5) on Deathmatch
Fixed an issue in which some decals were oriented incorrectly in Scourge of Armagon
Fixed a lighting bug in The Door to Chthon (E1M6) that caused the darkened path to be lit prematurely
Darkened lighting on the roof to restore the original visual effect on Shub-Niggurath's Pit (END)
General
Usernames with quotation marks now appear correctly in game
Spanish episode end slate text is no longer cut off
Texture smoothing setting restores correctly after deactivating the Quake 64 add-on
Fixed bug in which enhanced Ogre model would sink into ground plane after death
Online Multiplayer
Resolved issue when sounds would drop and entities disappear or flicker during online play
Bots
Resolved issue where bots would not grab needed pickups
Bots should now see all triggers and doors as shootable
Bots no longer linger in slime or lava for too long
Removed Bot support on maps that lack waypoints
Fixed issue in which bots tried to re-use single-use buttons and triggers
Xbox Only
Fixed an issue that caused players who joined local multiplayer to inherit Player 1’s control preferences
PlayStation Only
Improved save file handling
PC Only
Fixed an issue in which the Max FPS option did not correctly display custom settings in drop down menu
Disabled GPU culling to improve performance in Dimension of the Machine
Modding Improvements
The following changes apply to users who may be developing add-ons that work on the PC version of Quake
PC Only
Added the pr_checkextension cvar and checkextension ("QUAKE_EX") function in QuakeC to detect if the mod is running under the updated Quake client
Added the cl_nocsqc cvar (it is permanently set to 1 to indicate to modders that CSQC is not supported)
Removed the -heapsize command line parameter. It is no longer used in favor of a dynamically sized heap
Added FL_NO_BOTS edict flag (Instructs bots to ignore specified object(s) in QuakeC)
Added a QuakeC built-in for playing a sound on a client: void localsound( entity client, string sample ) = #80;
Added the following QuakeC built-in functions for drawing debug shapes on clients (these are intended to help mod authors visually debug logic in 3D space):
Added logic that resets AI state to neutral when activating the bot navigation editor
Added bot nav editor fullbright toggle key bind to F2
Added "CheckForFloor" flag to nav nodes (this can be used for drawbridges, floor traps, etc.)
Added "CheckForSolid" flag to nav nodes (this can be used for crushers, traps, movable walls, etc.)
Added ability to place nav nodes in shallow lava
Added the following cvars to change nav editor window positions:
nav_properties_xpos
nav_properties_ypos
nav_legend_xpos
nav_legend_ypos
Added navEdit_defaultNodeRadius to set preferred default nav node radius
Added ability to lock node height in place when moving nodes around
Added navEdit_defaultNodeRadius to set preferred default nav node radius
Added navEdit_waterLookPointDist to control how far away nodes will be placed in front of player when in water
Modding Fixes
PC Only
Fixed an issue in which the save command was appending an "s" to the beginning of filenames, resolving auto-save in mods like “Copper”
Fixed Alpha not being applied to brush models
Restored original behavior of centerprint, sprint, and bprint built-ins to fix issues with mods expecting arguments to concatenate instead of a string format
That covers the entirety of patch notes for Quake Remastered Update 1. Be sure to check out our extended thoughts on Quake Remastered and stay tuned for further updates and news.