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Assassin's Creed 3 day-one patch clears up the past

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