Massive has released update 1.4 for Star Wars Outlaws, the biggest patch so far. Highlights include changes to combat and stealth, picking up weapons in a wider variety of situations, and more visual options to allow for sharper images.
Today’s patch 1.4 is available on all platforms where the game can be played. It varies in size depending on the platform with Xbox being the largest file.
- PlayStation®5: 7.44 GB (version 01.004.000)
- Xbox Series X|S: 10.18 GB (version 1.0.4.0)
- PC: 8.83 GB (version 1.0.4.0)
Kay can use her blaster everywhere
Previously, some places restricted Kay’s use of her blaster. This reduced the gameplay options in those areas, particularly, in syndicate territories inside the cities. As someone who sucks at being stealthy, that was a bummer.
The removal of this restriction aims to give players more options when infiltrating them to locate important objectives like the syndicate vaults.
Enemy weak points
I am one of the players who love to place a precise shot in order to do as much damage as possible and also earn some style points. If you are also like me, you’ll be happy to know that the game is adding weak points to enemies, as well as new death animations for enemies to go out in fun and dramatic ways.
Weak points should prove very useful during the early stages of the game when Kay is weaker than most standard enemies. Especially if you are playing on higher difficulties.
So far, I have only seen a somewhat different animation when landing headshots. It certainly doesn’t help that the game fails to show where the weak points are and it’s entirely on the player to find out.
Improved enemy positioning
There are many instances in which you will end up fighting multiple enemies at the same time. The outcome is always influenced by both Kay’s position and the enemy’s.
I lost count of how many times things were made a lot easier because the enemy wasn’t positioned strategically. Instead, they just grouped making it very effortless for me to take them down.
If enemies are now coordinated, combat should become a lot harder in different areas. I tested this out by going to two different locations that I am very familiar with. The Imperial Station on the far Northeast side of Toshara and a Death Trooper camp located south of that location, inside the Pyke territory.
What I found is that some enemies attack from a distance while the closest ones tend to use the terrain to get very close. I wasn’t sure if my position was what triggered that reaction so I circled the entire area a couple of times to see how they would behave depending on if I was close or far to them.
With the exception of the Stormtroopers carrying the heavy repeater weapons, every other enemy changed its attack pattern depending on the distance between me and them.
Enemy AI and detection improvements
Stealth is an extremely important aspect of Star Wars Outlaws. However, most enemies were too easily tricked. This severely reduced the importance of being very careful.
You could get away with being clumsy just because the AI would not react properly. After 1.4, enemies have improved detection. To balance things out, you will receive a notification when you’re being detected.
Using the example mentioned in the previous point, I noticed that this new detection improvement is not consistent. Sometimes enemies would be suspicious from a considerable distance while others wouldn’t react until I was too close. But at least the visual indicators work, and they are easy to spot even from a considerable distance.
When causing chaos in the Imperial base, the AT-ST that’s standing guard in the main gate never attacked me, despite the fact that I was in front of it shooting at the Stormtroopers from the upper level. I even finished them off, turned back, and realized the AT-ST just kept patrolling. This had never happened to me before.
Changes to weapon and combat
While no new weapons have been added, it is important to notice that all current weapons have been changed. Their damage values have changed, as well as things like spread and recoil. This is particularly noticeable with the A300 Blaster Rifle.
Sadly, Ubisoft isn’t putting out the actual numbers for us to clearly know how much the changes will impact the gameplay.
I encountered a bug that makes my charged shots on the Pulse Configuration of the Power Module deal zero damage. At first, I thought it was because of the weapon values but after realizing that the trooper’s armor got charred it became clear that this is not an intended interaction. It was like facing Rick, The Door Technician!
Aside from the improved enemy positioning, enemies are going to have a better use of coverage. Combining these two things should, in theory, increase the overall difficulty of the combat.
One of the most annoying things about picking up enemy weapons is that you were not able to carry them through ladders or climbing. Sometimes they even became unpickable after falling from an upper level. Kay now puts them on her waist, meaning that they do not become unusable when leaving a specific area.
You can even mount the speeder and the weapon will remain attached! However, I am still finding moments where the weapon drops and I can’t pick it up anymore, even if Nix brings it to me.
Main Quest Fixes
This section of the article contains spoilers from the main story.
Right after you are able to escape Jabba’s Palace during the Partners quest the Rancor is unleashed to kill Kay. Completing that boss fight would trigger a cinematic but that would not happen if the player used Adrenaline Rush right before the Rancor hit the hangar doors.
A number of fixes and improvements have been made to some of the main quests. The Veteran expert quest had an issue where it would not start if you traveled to Akiva before the dialogue finished.
ND-5 becomes your enemy during The Revelator. He is tasked with hunting down Kay, which results in a terrifying hide-and-seek game. There was a bug that allowed ND-5 to detect Kay when she went from crouched to standing inside a steam vent.
Below you can expand the segment to read the full and official patch notes as published by Ubisoft on November 21st.
General Gameplay
- Fixed an issue where players could get stuck by not being able to take off using the Trailblazer after certain missions
- Kay now holsters a two-handed weapon in more situations such as when climbing, grappling or using the speeder
- Improved AI speeder usage
- Improved enemy detection
- Improved enemy tactical decision-making in combat to encourage more active management of their positioning
- Decreased enemy damage per shot while increasing the damage cadence increase over time
- Improved detection signs and feedback of cameras
- Player state (crouched, standing) is now kept after traversal actions
- Fixed an issue where only one NPC would be alerted when whistling
- Fixed an issue where the player could remain undetected in high grass while performing aggressive actions
- Enabled the use of combat in parts of syndicate districts
- Added weak points to various enemies
- Adjusted weapon aiming (spread, recoil, etc.) to allow for more precision and management
- Updated weapon damage values for Kay for all weapons
- Increased headshot damage when hitting enemies
- Improved blaster module usage (Ion and Power)
- Removed player blast damage from the Power module
- Added enemy stagger to explosions
- Added body part-specific death animations to improve combat satisfaction
- Improved NPC cover usage during combat
- Fixed an issue where Kay would put away the holotracker when crouching
- Fixed an issue where hostile NPCs were sometimes marked as friendly and could not be damaged by blaster fire
- Adjusted jumping to give more control in the air of where you will land
UI, HUD and Settings
- Added visual indication of when an NPC starts detecting the player
- Added text highlighting which blaster module should be used when aiming at heavy guards, droids and cameras
- Prompt to ping the tracked objective is now more prominent and affected by HUD visibility settings
- Added icons to environmental objects that require unlockable abilities
- Improved Nix quick action icon by highlighting button when having an active target
- Made it clearer whether a takedown could trigger combat
- Added NPC tags above their heads (works with existing colorblindness settings)
- White – Neutral
- Orange – Aware
- Red – In Combat
- Adjusted Adrenaline Rush cost based on difficulty
- Story mode – 100% (unchanged)
- Normal – 110%
- Challenging/Hard -150%
- Improved wanted system messaging and display
- Fixed an issue where some gear effect icons were not showing correctly
Audio
- Improved enemy dialogue when they are going in and out of cover
- Fixed an issue where sound wouldn’t play through the DualSense controller on PS5
- Fixed an issue where arcade games would be missing music after starting a new game
Cinematics
- Added facial animations to gameplay dialogue scenes and vendors
- Improved animations and visuals of some dialogue scenes
- Fixed an issue where ND-5 would be missing from the passenger seat when landing/taking off from Renpalli or Achra stations
Camera
- Improved camera when shooting, aiming down sights, and moving aim
- Improved cover camera, including the ability to manually shoulder swap when aiming
- Improved the camera by showcasing a better view of each shop when interacting with a vendor
Worlds, Fauna and Flora
- Fixed an issue with destructible flora
- Fixed an issue where the visual effects created by waterfalls were broken
- Increased the distance at which lights can be seen in the world
- Improved the visuals of some grass textures and mud, especially at distance
Photo Mode
- A new clean lens has been added
Accessibility
- Added a Custom Controller Preset to allow remapping of individual buttons. You can choose separate sets of button swaps for Kay, the speeder, and the Trailblazer.
- Added a new ‘strong’ aim assist setting
- Added a new auto-transfer option for climbing, which lets you automatically hop between climbable objects by moving towards them instead of having to press a button
- Added setting to change how large and clear the effect showing the security camera detection area is
- Sound effects slider split into two separate sliders, for gameplay sounds and background sounds
- Faster menu narration, settings now go up to 400% speed.
- Menu narration now reads lockpicking and slicing minigames, objective hints, and which Sabacc card is currently highlighted in your hand and while drawing/discarding
- Option added to toggle the Cinematic Lens (distortion, fringing, and vignetting effects) off for gameplay
- ‘Fill screen’ is now the default screen ratio, meaning larger text size for the initial menus before you reach the ratio setting screen
- ‘Remove all’ hold input for map markers added to ‘change holds to presses’ setting
- Descriptions of accessibility settings reworded for improved clarity
Miscellaneous
- Fixed an issue where destroying a ship by ramming it would not count towards the ‘Never tell me the odds’ trophy/achievement
- Fixed an issue where the ‘Shoot First’ achievement/trophy and ‘The Better’ ability could not be unlocked at the same time
- Fixed an issue where defeating Death Troopers during certain missions would not count towards the ‘Defying Death’ Ubisoft Connect Challenge
MAIN & SIDE QUESTS (beware of spoilers)
Toshara
- Rejected
- Fixed an issue where Kay can’t listen at the bar to progress the intel quest
Tatooine
- The Veteran
- Fixed an issue where the quest line would not start if travelling to Akiva before the dialogue finishes
- Partners
- Fixed an issue where the cinematic would not trigger if using Adrenaline Rush as the Rancor hits the hangar doors
Akiva
- Revelator
- Fixed an issue where ND-5 could spot Kay when going from crouched to standing while on a steam vent