Splinter Cell: Double Agent update 2 is live
In Ubisoft terminology, “soon” means “wait 20 days.” Not that we mind though, because the long-awaited update to Splinter Cell: Double Agent is finally here.
Unlike the list we posted on November 30, the list of changes in this Splinter Cell auto-update is different from the one mentioned earlier. We’ll leave it up to you guys to see just how good this update is, but hopefully, it resolves those gameplay problems we’ve been having to contend with.
Here are the fixes:
- Connection Issues:
- Some instances of “the host has ended the session.”
- Disconnections in the lobby.
- Once the lobby reaches 5 or 6 people, random players drop.
- After kicking the 6th player from a team, the leader couldn’t invite another player
- Group leader hangs in the “joining session” screen if the host quits while he is joining.
- Improvement of the server selection so that the server is more reactive.
- If a player leaves a session immediately when he arrives and they have some packet loss (he is in a resolving state), the resolving time out is not reset and in the next session he will kick all the players as soon as he arrives.
- Only 1 disconnect function to each peer when resolving is timed out.
- Lag-related issues:
- In-game freezing: treats a limited number of Unreal packets per frame to avoid freezes in some specific conditions.
- Increased network thread priority over Sound thread that can reduce lag issues.
- Fixed the case when a player got flashbanged while lagging as a mercenary; the player can remain permanently flashbanged until the player reboots the game.
- Fixed FPS loss due to a sound problem.
- Other issues:
- A new Game Version to avoid LAN matches between master and update versions.
- The loading video was always the same; now it’s changed at random.
- Fixed a bug on the score calculation of the Max Percent challenge.
- Challenge Best score is wrong if the player has just beaten it.
- Improved checks to avoid accessing an invalid leaderboard.
- Allows players to write leaderboards of live challenges.
In Ubisoft terminology, “soon” means “wait 20 days.” Not that we mind though, because the long-awaited update to Splinter Cell: Double Agent is finally here.
Unlike the list we posted on November 30, the list of changes in this Splinter Cell auto-update is different from the one mentioned earlier. We’ll leave it up to you guys to see just how good this update is, but hopefully, it resolves those gameplay problems we’ve been having to contend with.
Here are the fixes:
- Connection Issues:
- Some instances of “the host has ended the session.”
- Disconnections in the lobby.
- Once the lobby reaches 5 or 6 people, random players drop.
- After kicking the 6th player from a team, the leader couldn’t invite another player
- Group leader hangs in the “joining session” screen if the host quits while he is joining.
- Improvement of the server selection so that the server is more reactive.
- If a player leaves a session immediately when he arrives and they have some packet loss (he is in a resolving state), the resolving time out is not reset and in the next session he will kick all the players as soon as he arrives.
- Only 1 disconnect function to each peer when resolving is timed out.
- Lag-related issues:
- In-game freezing: treats a limited number of Unreal packets per frame to avoid freezes in some specific conditions.
- Increased network thread priority over Sound thread that can reduce lag issues.
- Fixed the case when a player got flashbanged while lagging as a mercenary; the player can remain permanently flashbanged until the player reboots the game.
- Fixed FPS loss due to a sound problem.
- Other issues:
- A new Game Version to avoid LAN matches between master and update versions.
- The loading video was always the same; now it’s changed at random.
- Fixed a bug on the score calculation of the Max Percent challenge.
- Challenge Best score is wrong if the player has just beaten it.
- Improved checks to avoid accessing an invalid leaderboard.
- Allows players to write leaderboards of live challenges.