The good thing about a game that takes place inside a computerized reconstruction of someone's memories is that you can pretend there's a narrative justification for a day-one patch. Take, for example, the Assassin's Creed 3 update that will be waiting for players today.

While pre-patch Desmond may have remembered being stuck at the bottom of a waterfall after jumping, a quick kick to the Animus system rectifies that memory simulation. And Connor was not nearly as loud when stealth-killing guards from behind as the still experimental Animus technology would have.

Find the full patch notes after the break; we'll warn you that some of the fixes might constitute spoilers, as they name specific missions and mention activities within them.

Bug Fix
  • Animus Synching tutorial, fixed an issue where the player could think he's stuck in an infinite loading when getting to Boston after the end credits
  • Fixed a bug where counter-killing with the bow does not always work
  • NPCs spawned too far away could end up being of the wrong type
  • Camera could remain stuck after the player being respawned
  • Player could remain stuck after diving from a waterfall
  • Player could remain stuck if he exits a slopped hay stack at a certain angle
  • player would always get immediately detected when performing an unarmed stealth assassination in another guard's back
  • Under rare circumstances, the crowd would stop spawning
  • Fixed an animation glitch when interrupting the reception from high profile jump
  • Fixed various occurrences of missing sounds
  • In some cases, the Animus Database sound ambiance was not stopped when exiting
  • Various stats and leaderboards were not showing up properly
  • Online shop could sometimes appear empty if fetching the data from Xbox Live is taking too long
  • Mission "RETURN TO ABSTERGO" - fixed a bug where the player would lose control over Desmond during a fight if he lures and kills some guards in the wrong area
  • Mission "A DEADLY PERFORMANCE" - Mission would not continue if the player decides to climb the wall instead of using the ladder
  • Mission "JOHNSON'S ERRAND" - fixed a bug where the game would remain stuck if the player runs during the black screen that occurs after exiting the tavern
  • Mission "THE SURGEON" - Charles Lee could fall in the water and die while following the player, causing the mission to fail, if the player decides to take a certain path that involves jumping over the water
  • Mission "THE SURGEON" - fixed a bug where we would show the desync effect if the player throws one of the target in the water, even though the mission is not really failed
  • Mission "WELCOME TO BOSTON" - The courier side-quest next to the general store would not start properly
  • Mission "EXECUTION IS EVERYTHING", fixed a bug where the mission would not continue if the NPCs you are eavesdropping react to a dead body
  • Mission "THE BRADDOCK EXPEDITION" - Mission would not continue if the player kills all enemies in the camp, killing the required target last, without triggering open conflict
  • Mission "FEATHERS AND TREES" - NPC's would not detect beams properly, preventing them from performing the trunk around move
  • Mission "FEATHERS AND TREES" - Mission would not continue if the player doesn't follow the expected path
  • Mission "HUNTING LESSONS" - Mission giver could not be there if the player goes away and comes back
  • Mission "SOMETHING TO REMEMBER", fixed a bug where the screen could become all white or black for the remainder of the mission if the player set his brightness option to anything else than the default value
  • Mission "ON JOHNSON'S TRAIL", fixed a bug that could cause the optional objective "Use powder kegs to destroy smuggled cargo" to not be saved properly if the player reloads during the mission
  • Mission "THE TEA PARTY'' - Optional objective "Dump crates of tea in the water" could not be completed if the player threw all crates before having killed all guards
  • Mission "THE MIDNIGHT RIDE" - Mission could not be completed if the player interacts with the delivery quest giver along the way
  • Mission "BRIDEWELL PRISON", Player could remain stuck prison cells
  • Mission "PUBLIC EXECUTION" - Crowd NPCs could be spawned in or walk through a cart during a cinematic
  • Mission "SOMETHING ON THE SIDE" - Optional objective "Perform a successful static eavesdrop" could not be completed.
  • Mission "MISSING SUPPLIES" - Optional objective "Do not hide in the hay cart while following the convoy" not being saved properly if the game is reloaded during second part of the mission


  • Crash Fix
  • Possible crash that could happen if the player blends in a crowd group where some NPCs haven't spawned yet, and while blended performs a kill.
  • Possible crash that could happen if the player triggered a loading while being in a covert escort formation with his brotherhood trainees
  • Possble crash that could happen when calling a brotherhood trainee with the snipe ability


  • Naval Mission
  • "OAK ISLAND" - Player could pass through the ground when diving into the cave
  • "OAK ISLAND" - Wolves could stop attacking the player and remain stuck
  • Possible crash if the player spams the swivel guns with the semi-automatic cheat enabled


  • Homestead
  • Mission "HAPPY EXPECTATIONS" - Game could remain stuck on a white screen when starting the mission
  • On the Homestead, fixed a bug where the player could remain stuck if he performs a corner pose on the left side of Norris' cave's entrance


  • Side Quest
  • Brawler Challenges 3 - Task "Own every weapon available in the stores" would not complete when the player expects it to.
  • Fort Monmouth and Fort Division - Quest objectives would fail too early without the fort resetting properly
  • New York delivery mission - Game asked for a different item (deer heart) than what was showed to the player (venison)
  • New York Liberation Missions - Possible that the game would wrongly display that 2 of the districts were completely liberated when it's not the case yet
  • This article was originally published on Joystiq.