Free DLC “Extended Operations” is Now LIVE | Patch Notes

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With Update 1.3.0, we are thrilled to unveil Extended Operations, the inaugural major free DLC for 007 First Light. This patch directly addresses your most passionate requests by introducing New Game+, a fully-featured Photo Mode, and a punishing new “00” Difficulty tailored for agents who wish to prove they’ve truly earned their designation. Furthermore, we have overhauled weapon handling animations across our entire arsenal, expanded our TacSim offerings with the adrenaline-fueled Jungle Heist—returning you to The Pearl in Vietnam—and integrated the long-awaited Valhalla Protocol.

Extended Operations also incorporates over 700 targeted fixes and stability enhancements. Ranging from critical crash resolutions and progression blockers to refined audio landscapes, localization updates, and UI polishes, these improvements are built directly upon your bug reports, support tickets, and invaluable community feedback. A detailed summary of these enhancements can be found below in the official patch notes.

We extend our deepest gratitude to everyone who has played, reported issues, and shared their thoughts with us. Your engagement has shaped this update immeasurably. Rest assured, our mission continues—more content and refinements are already underway. Stay tuned for what lies ahead.

New Content

New Game+

Revisit the campaign with the expertise and arsenal of a seasoned operative. New Game+ introduces several gameplay augmentations, including custom Suit Loadouts, enhanced Gadget Flexibility, and the ultimate difficulty tier. To embark on a New Game+ playthrough, completing the entire campaign narrative is required.

Mission Wardrobe

Having experienced James Bond’s reimagined origins in full, New Game+ grants you the freedom to replay any mission in the attire you deem most appropriate for the assignment. Simply access your journal at any point during your playthrough to swap outfits, then restart from your chosen checkpoint to debut your new threads.

Gadget on Demand & Flexibility

With a master spy’s deep familiarity with Q’s inventions, you will often find that your initial toolkit isn’t optimal for the unfolding situation. New Game+ empowers you to adapt on the fly:

  • On-the-Spot Swapping: Exchange gadgets instantly during missions without waiting for a chapter transition.
  • Narrative Progression: To preserve the pacing, gadget availability remains tied to the story milestones where Q naturally introduces them.

New “00” Difficulty

The ultimate crucible for any secret agent. This is the most demanding iteration of 007 First Light, designed exclusively for players ready to demonstrate they have truly Earned the Number. Adversaries detect movement faster, strike with lethal precision, and environmental resources yield only a fraction of their standard gadget charges. Unlocked upon completing the standard campaign.

New Feature: Photo Mode

Freeze the action and frame the ultimate cinematic composition. Capture Bond, exotic locales, and high-octane sequences from any perspective utilizing professional camera settings, custom overlays, filters, visual effects, and dynamic poses. We eagerly anticipate your masterpieces.

New TacSim Activity: Valhalla Protocol

The Aston Martin Valhalla is cleared for deployment. Take the wheel of Bond’s heavily modified vehicle and unleash devastation on the open road, utilizing roof-mounted machine guns and missile launchers. This new TacSim activity transports you to the picturesque terrain of Slovakia, where elite driving skills and lethal precision are required to secure the high score.

New TacSim Operation: Jungle Heist

Return to the luxurious grounds of The Pearl Hotel in Vietnam to retrieve classified documents secured inside the estate’s central safe. This operation demands absolute adaptability, as every infiltration attempt presents randomized variables.

New TacSim Hardware & Outfits

  • Storm 12 Gauge (Shotgun): Clearance Level 20 – 6000 Intel
  • Squire Marksman Rifle: Clearance Level 18 – 4000 Intel
  • Observant Spy (Outfit): Clearance Level 19 – 0 Intel Cost
  • Leisure Beam (Outfit): Clearance Level 15 – 0 Intel Cost
  • First Class (Outfit): Clearance Level 15 – 0 Intel Cost

Introducing: Jack the Bulldog

Positioned just outside Dr. Selina Tan’s TacSim installation, a distinguished new resident has joined the MI6 Headquarters personnel: Jack the Bulldog. A charming companion offering moral support and, crucially, full interactivity—yes, you can pet him.

IOI Account Reward

We are rolling out an exclusive IOI Account reward: the Grey Standard outfit. Players who link their game to an IOI Account prior to November 1st will instantly unlock this cosmetic. Be sure to link your profile before the deadline!

Twitch Drop Campaign: Active from October 1st (03:00 AM UTC) through October 16th (05:00 PM UTC).

Improved Combat Fidelity

We have meticulously refined weapon handling animations across the entire arsenal. Reloads, aiming transitions, weapon swaps, and melee throws now deliver a significantly smoother, more responsive tactile experience.

Oh… and Bond can now be physically thrown off architectural ledges just like his adversaries. It’s only fair.

Patch Details

Stability & Performance

  • Resolved multiple game-ending crashes linked to rendering pipelines, animations, and game-state transitions, including a memory leak crash occurring after extended play sessions.
  • Fixed a pipeline cache generation bug that triggered launch-phase crashes.
  • Mitigated a crash condition occurring when NPCs recover from the effects of a Smoke Pod.
  • Resolved an Xbox-specific startup crash tied to achievement authentication.
  • Optimized memory allocations for extended environmental prop audio and flashbang effects.
  • Eliminated a performance stutter on the Save Slot Selection interface observed on specific GPU architectures.
  • Fixed a crash triggered by retrieving the Q-Watch during an MI6 Hub sequence.

Achievements & Challenges

  • PlayStation 5: Fixed an issue preventing the Platinum Trophy from unlocking after acquiring all prerequisite trophies.
  • PlayStation 5: Resolved a bug where the “For Your Eyes Only” trophy failed to register when Intel collection progress stalled at 22/23.
  • PC Game Pass: Fixed an issue preventing the “What if…?” achievement from unlocking upon successful completion of a TacSim Operation.
  • Resolved an unintended behavior where the “Keep moving forward” achievement unlocked prematurely following temporary internet disconnections.

Gameplay, Saves & Progression

  • Fixed a bug that rendered save slots partially corrupted or unusable after returning to the main title screen.
  • Resolved numerous progression bottlenecks occurring after loading a save, resuming from the main menu, or utilizing the “Retry” feature—including blocked mission opportunities, misaligned NPCs and doors, reset gadget inventories, and instances of Bond geometry becoming trapped inside rooms.

Controls & Camera

  • Refined input priority logic to prevent unintended actions, such as accidentally dropping from a ledge when attempting to reload.
  • Fixed a control anomaly where Instinct mode required a tap rather than a sustained press.
  • Improved dynamic camera auto-tracking and Bond’s contextual head-tracking.
  • Smoothed out partial-stick movement parameters to ensure Bond’s locomotion animations scale fluidly with velocity.
  • Fixed a bug where remapping gadget inputs failed to update corresponding Q-Lens HUD iconography.
  • Resolved an issue where toggling the Q-Lens while aiming via mouse and keyboard reset Bond’s aiming vector.
  • Fixed a progression-blocking bug caused by changing controller layouts during interactive dialogue sequences.
  • Streamlined and clarified the custom input options within Mouse & Keyboard settings.
  • Resolved an exploit where punching directly into an architectural vent or door triggered an erroneous teleportation animation.
  • Fixed a combat bug that stripped Bond of attack inputs if the Parry tutorial triggered mid-encounter.
  • Resolved a soft-lock where Bond could not exit guided movement sequences if facing away from the target destination.
  • Eliminated excessive input delays for interaction prompts interrupted by aiming actions.
  • Fixed unintended sliding or rotational drifting while aiming down iron sights.
  • Resolved an interface bug displaying incorrect controller button prompts when multiple control peripherals were simultaneously connected.

Combat, Gadgets & Weapons

  • Patched an exploit allowing players to farm infinite Focus by repeatedly triggering the Focus input immediately before and after firing.
  • Fixed a bug where Resource Swap upgrades equipped in TacSim bled over into core story missions, breaking gadget tutorial sequences.
  • Resolved a soft-lock condition where guards walking into a Flash Mine during a fake surrender state halted game logic.
  • Fixed a visual bug causing empty magazines to endlessly spawn when interrupting reload animations by holding and releasing the aim input.
  • Corrected severe weapon clipping and awkward hand placements during quick-draw and reload loops for the Knight 1 AR, Storm 12 Gauge, Osato 8 SMG, T&M Compact, and Stormberg 50 CAL.
  • Improved the contextual weapon pickup animation triggered by kicking weapons off the ground.
  • Extended the environmental detonation range of fire extinguishers via Context Strikes.
  • Resolved an issue where specific damageable objects permanently ignored incoming attacks.
  • Fixed a visual bug where enemy combat helmets remained suspended in the air following melee takedowns or Context Strikes.
  • Corrected an issue where the final kick in a grapple sequence accidentally forced a Context Strike.
  • Fixed NPC animation jittering while hanging off ledges after being disarmed during a License to Kill takedown.
  • Resolved a bug where NPCs struck by the Laser Gadget mid-vault remained idle for the duration of the status effect.

AI & NPCs

  • Fixed a logic error preventing specific enemy archetypes from calling for reinforcements via radio.
  • Resolved an issue where reinforcements summoned by security cameras ignored audio distraction lures.
  • Fixed a bug where NPC radio callers remained permanently stuck in a bluffed state.
  • Corrected pathfinding issues causing NPCs to stray from assigned patrol sectors, resulting in inconsistent trespassing reactions.
  • Fixed a bug causing NPCs to duplicate data tablets or simultaneously drop and retain them when bumped.
  • Improved collision physics for driveable vehicles.
  • Resolved vehicle physics issues preventing motorboats from reversing after low-speed collisions.
  • Added dynamic tire track particle effects for vehicles traversing off-road terrain.
  • Fixed pathfinding bugs preventing NPCs from properly mounting ladders during alert states.
  • Resolved an exploit where shooting a dart-affected NPC with a secondary dart triggered a false poison gas reaction.
  • Corrected heavily offset collision bounds for NPCs leaning against architectural walls.
  • Fixed structural geometry bugs where scaffoldings remained partially solid after destruction, obstructing camera and player collision.

UI, HUD & Visuals

  • Epic Games Store: Resolved bugs causing the loss of account rewards and empty Intel Shop inventories after application restarts. Fixed incorrect asset sizing and placeholder textures on achievement icons.
  • Fixed a navigation bug allowing players to accidentally interact with the “Resume Game” description text as if it were a functional submenu.
  • Resolved an issue where inspectable inventory objects locked up and refused to flip after rapid inputs.
  • Calibrated the “Throw Object” HUD element to stop erratic pulsating animations.
  • Removed an erroneous empty tutorial screen that popped up when pausing the game during opening credits.
  • Synchronized chapter loading artwork to properly match background cinematic loops.
  • Corrected text padding alignment errors on collectible UI tiles.
  • Fixed a UI bug where outfit detail panels failed to refresh their descriptive tags upon equipping new cosmetics.
  • Restored missing padding to the Load Game menu header.
  • Standardized naming conventions for the Special Weapon action within the Controls settings menu.
  • Implemented dynamic partial transparency on balcony cloth banners when they obstruct line-of-sight.
  • Upgraded volumetric smoke fidelity when robot storage capsules decompress.
  • Enhanced cloth simulation physics on interactive environmental objects.
  • Refined weapon muzzle particle effects and bullet impact decals.
  • Eliminated stray emissive lighting glitches causing crowd NPCs to exhibit illuminated mouths.
  • Reduced visual flickering artifacts on blurred emissive light sources.
  • Fixed physics ragdoll jitters when enemies collapsed onto debris fields.
  • Polished visual feedback effects for the Perfect Parry mechanic.
  • Erased dark shadow artifacting introduced when Path Tracing is active.
  • Resolved various character Level of Detail (LOD) and skinning anomalies on the Xbox Series S.
  • Corrected overly dark character rendering bugs in Performance Mode on Xbox Series S.
  • Fixed texture smearing lighting bugs on Xbox Series S hardware.
  • Resolved an issue causing NPCs to occasionally spawn mid-air or load late on Xbox Series S.
  • Addressed global clothing clipping, LOD popping, material stretching, and hair physics errors across shared NPC assets.
  • Fixed character model bugs impacting Greenway, Isola, and the Murto twins.
  • Corrected skin texture mapping errors on aged female NPC character models.
  • Improved cloth physics for MI6 Headquarters personnel, including Henry’s uniform shirt.
  • Cleaned up persistent geometry, lighting, shadow, and visual effect glitches throughout the MI6 HQ hub.

Cinematics & Audio

  • Fixed a prop persistence bug where objects remained floating in mid-air after an NPC holding them despawned or abruptly changed animations.
  • Improved camera framing parameters for interactive choice prompts during dramatic moments.
  • Smoothed out camera transition angles when entering and exiting cinematic setpieces.
  • Enhanced Bond’s facial rigging and eye-tracking animations during stealth eavesdropping sequences.
  • Resolved a foot-ik jitter bug causing Bond’s feet to bounce up and down while idling in crouched cover on rough terrain.
  • Eliminated jarring character geometry pop-in during high-intensity Spectacle Moments.
  • Fixed audio persistence bugs occurring when pausing gameplay during active sound cues.
  • Polished close-combat physical impact audio profiles.
  • Restored missing audio effects when sliding down subterranean utility pipes.
  • Upgraded the acoustic fidelity of fingerprint scanner interfaces within MI6 HQ.

Localization

  • Addressed numerous translation errors, typographical mistakes, and subtitle synchronization bugs across Spanish, Polish, Russian, French, German, Italian, and Brazilian Portuguese.
  • Resolved core English string errors, subtitle typos, and mislabeled collectible and challenge titles.

Mission-Specific Fixes

00 – Against the Odds

  • Stability: Fixed a crash triggered by utilizing distraction mechanics in the Central Camp.
  • Achievements: Resolved a tracking bug preventing the “00 to become” challenge from unlocking.
  • Gameplay: Fixed navigation collisions trapping Bond near the transition door leading to the crash site. Prevented players from scaling out-of-bounds geometry near cliff edges to bypass the Camp climb. Resolved mid-air hanging physics during Central Camp traversal sections. Adjusted Malta crevasse climbing tutorials to wait for direct player input rather than running on a timer. Fixed out-of-container inspection bugs for the lighter at Deployment Camp. Corrected incorrect weapon assignments on Deployment Camp mercenaries. Fixed erratic camera snapping upon resuming saves inside the main tent. Restored enemy reaction triggers when the central camp mast collapses.
  • Visuals & Audio: Cleaned up character clipping and material errors. Fixed out-of-sync water environmental audio cues during fall-and-slide sequences. Resolved repeating dialogue bugs involving Moneypenny in the antidote lab.

01 – The Needle’s Eye

  • Gameplay: Added missing collision meshes to training cones in Basic Training. Stripped unintended Shockwave Camera and Smoke Pod loadouts from Bond during the Shooting Range sequence. Fixed enemy navmesh boundaries extending past playable geometry in the Deep End basement. Locked out the Bluff dialogue option prior to narrative unlocking. Fixed abrupt Watch HUD transitions following the Dart tutorial. Resolved pathfinding bugs causing lured guards to slide across portcullises after radio repairs. Removed premature push-up action prompts at the conclusion of close-combat cinematics. Fixed vehicle pathing bugs stalling the truck outside the training facility gate. Corrected low camera frustums when inspecting recruit files. Added missing traversal ledges and geometry clearance gaps around Malta arena props.
  • Audio: Restored missing voice lines and sound effects during Basic Training. Eliminated abrupt music swells and voice grunt desynchronization issues.

02 – A Night Out

  • Gameplay: Extricated Bond from a soft-lock geometry trap on the nightclub lighting rig. Smoothed out floor collision meshes causing player model popping in the nightclub washrooms. Fixed invulnerability exploits allowing Bond to stand inside Q-Lab motorbike fire without taking damage. Resolved an elevator physics bug launching players vertically into the ceiling en route to Theia. Fixed premature ceiling glass destruction bugs in the Q-Lab upon checkpoint reloads.
  • Cinematics: Erased character ghosting bugs where actors remained rendered on screen after skipping cinematics.

03 – All the Time in the World

  • Stability: Fixed a post-combat crash following the Murto sibling boss encounter.
  • Gameplay: Resolved vehicle clipping bugs pushing Bond through the car roof during the intro drive. Fixed invisible collision walls snagging the vehicle near roadway railings. Patched a mission failure state triggering during car chases even after successful cinematic initiation. Extricated Bond from tight geometry wedged between a lamp and chair in the hotel wing. Corrected incorrect preview image associations for the “Ober of Shields” collectible. Fixed early pagination bugs on book props before scheduled lore events. Fixed pop-in reinforcement spawning inside the Study Room. Corrected mislabeled item tags identifying the Staff Key as the Cellar Key in inventory menus. Fixed priority sorting bugs prioritizing resource pickups over disguise interaction prompts. Resolved stray camera zooming behaviors near the hotel bartender. Fixed movement locks when interacting with the Manager’s Office keypad. Prevented Mr. Prendergast from spinning erratically on checkpoint retries.
  • Visuals & Audio: Erased black flickering DLSS artifacts during chapter intros. Fixed crowd clipping and body deformation bugs in Tournament Hall. Resolved overlapping dialogue lines after skipping briefings. Polished Aston Martin DBS mega-jump acceleration audio loops.

04–05 – The Past Never DIES / Beyond the Grave

  • Stability: Fixed a crash occurring immediately after the Bawma cinematic sequence.
  • Gameplay: Prevented Leung’s guards from abandoning the room upon auction failures and retries. Fixed vehicle trapping environment collisions during the opening drive. Resolved indestructible environmental railings blocking enemy pathfinding at Logistics B. Extricated Bond from ventilation unit geometry on the Logoship. Fixed falling-out-of-world boundaries when climbing pipes on the Road to 009’s Boat sequence. Resolved infinite reaction loops for VIP Lounge NPCs hit with sleep darts. Prevented players from escaping playable bounds inside shipwrecks. Fixed late-spawning NPC positioning bugs during Mood Drives. Boosted off-road camera shake intensity for Land Rover sequences. Fixed corrupted decal renders in Market save slot thumbnails. Corrected enemy spawn coordinates during Bitcoin side objectives. Smoothed out camera jitter when handing the jewel to Nirmala. Blocked premature gadget usage on parking lot NPCs. Prevented Scorpius PMCs from teleporting ahead of Bond during Market pursuits. Fixed a bug where NPC vehicles sank into terrain geometry during introductory driving sections. Added missing inventory descriptions for the 009 photo quest item. Blocked sequence-breaking exploits allowing players to bypass Greenway’s bribe at the Black Market. Fixed infinite loading loops and vehicle misplacement bugs when reversing vehicles during Mood Drive sequences.
  • Visuals & Audio: Addressed distant LOD texture degradation and missing hair simulations for Tarek, Neenee, Shroud, and Bawma. Synchronized cutting-off dialogue lines for Moneypenny and Greenway. Erased repeating marketplace ambient dialogue loops.

06 – Uninvited

  • Achievements & Gameplay: Fixed progression and unlock bugs for the “Behind the Scenes” challenge. Extricated Bond from physical geometry traps between cover crates and trolleys in the Garden Arena. Removed invisible blocking collisions on broken Workshop windows affecting Q-Lens target locks. Cleared luggage obstructions blocking NPC movement corridors at the gala. Fixed premature stealth detection indicators appearing when entering the Backlot. Adjusted misaligned waypoint markers near Museum Gala activities. Fixed duplicate keycard drops from single targets. Resolved an AI bug where guards ignored combat states if Bond perched on Security Office shelves. Fixed prolonged combat engagement states inside CCTV surveillance rooms. Prevented free-movement input exploits when dashing behind garbage trucks that forced mid-air enemy spawning. Fixed repeating drama triggers at the Security Room entrance rendering Simon and companions invisible.
  • Audio: Fixed missing audio tracks for rival assassins during apartment fight resolution cinematics.

07 – Knightfall

  • Gameplay: Prevented enemy NPC body-blocking during Grab Rush maneuvers. Extricated Bond from drawer interaction geometry locks on Executive Floors. Fixed hard-locks preventing access to the Penthouse suite. Cleared invisible collision fields trapping players prior to Penthouse entries. Resolved progression-stopping logic failures triggered by entering the Perch before confronting receptionists. Fixed soft-locks caused by applying electrical charges to AC units instead of doors during Greenway escort sequences. Replaced non-functional static server room props that displayed interactive prompts. Accelerated unnaturally snappy window shutter closure animations when shot. Fixed fatal fall damage bugs when leaping toward Flight Deck helicopter landing pads. Resolved frozen enemy reaction states to explosives on the Flight Deck. Prevented duplicate spawning instances of Greenway when speedrunning the Data Center. Fixed out-of-bounds couch vaulting physics in the Penthouse. Erased rare bugs causing the speedboat from Mission 08 to unexpectedly hover around Bond on Executive Floors.

08 – Time to Die

  • Stability & Gameplay: Optimized AI pathfinding performance during Ellis tracking sequences. Removed lingering objective text overlays near Tranquility Cave. Extricated Bond from deep pool geometry traps near Emperor Villa. Restored one-time ledge jump links near Serenity swimming pools. Prevented Teresa’s critical documents from sinking unrecoverably to the bottom of swimming pools. Fixed physics bugs freezing Bond’s boat in place until cinematics fully terminated. Adjusted low cover boundary boxes during Damien boss encounters to prevent clipping through cover fire. Fixed mission-breaking vehicle bugs allowing players to reverse trucks back into cave systems after picking up Greenway. Corrected Q-Lens target snap failures over the Velvet Lantern Bar window panels. Fixed idle running-in-place animation bugs on cave guards. Resolved combat ignoring bugs after spotting Ellis from extreme distances. Prevented unauthorized inventory interactions inside Bond’s personal villa while en route to Emperor Villa. Eliminated hidden underground cover points causing erratic sprinting dashes. Removed inactive interaction prompts inside private villas. Fixed floating mid-air NPC spawn points at the Ocean View Bar. Corrected missing inventory description text updates after collecting final fingerprint clues. Fixed character offset bugs when bumping into personnel on Operations floors. Prevented Teresa Lorca Intel collectibles from vanishing upon loading saved states.

09 – Wave of the Future

  • Stability & Gameplay: Patched a deterministic crash during dockside chase sequences. Fixed unlock and tracking bugs for “Expert Marksman”, “Proxy Agent”, and “Server Breakdown” challenges. Prevented door-closing interaction loops in Miriam’s office from blocking campaign progression. Fixed falling-out-of-world geometry bugs when dismounting Gate House ledges. Resolved escort pathing freezes triggered by sabotaging alternate guards. Fixed pathfinding logic preventing Isola from ascending command center staircases. Corrected mobility restrictions limiting Wreckie’s command compliance only to static standing states. Smoothed out jagged stair navigation collision boxes. Fixed balance errors where EMP shots instantly executed guards on Utility floor balconies. Fixed incorrect respawn logic forcing players to reload checkpoints outside the Security Office instead of inside. Resolved backward ledge-climbing trigger bugs on ridge paths. Fixed physics displacement bugs sending enemies flying into the air when shot in narrow canyon chases. Prevented dropped climbing ladder rifles from persistently attaching and floating around Bond as physics props.

10 – For England

  • Gameplay: Sealed out-of-bounds geometry gaps near broken retracting bridges en route to Q-Lab. Extricated Bond from tight geometric traps between metal shelving and supply boxes in Q-Lab. Cleared physical prop navigation blockades during Q-Lab showdowns. Fixed pathfinding logic stalling Damien during initial tunnel chase phases. Prevented civilian NPC body placement shifting or disappearing after retrying Security Office checkpoints. Resolved static non-responsive NPC freezing bugs during Q-Lab battles. Blocked weapon firing exploits through bulletproof glass windows in Utility Shaft pods. Fixed missing reinforcement triggers during stealth playthroughs of Q-Lab hacks. Resolved bugged enemy spawn logic halting progression during Q-Lab hack checkpoints. Erased rogue crosshair overlay flashes during transitions from Operations combat zones to ventilation shafts. Added missing collision meshes to wall panel frames inside THEIA tunnels. Prevented mid-air desk vaulting glitches inside Q-Lab. Cleared invisible boundary collisions around Operations office entryways.

TacSim General Fixes

  • Resolved broken challenge tracking and reward allocation bugs for XP and Intel across “Slow Learner”, “Shotgun Specialist”, “The Chemist”, “The Driver”, “No Setpieces”, “Extraction Avenues Tier 2”, and “Copy That” assignments.
  • Corrected pricing color-coding errors on unaffordable store items inside the Intel Shop.
  • Fixed a menu navigation bug returning players to incorrect item slots when exiting the Intel Shop interface back to the storefront.
  • Standardized inconsistent gadget upgrade icon displays within the TacSim Hub dashboard.
  • Polished TacSim leaderboard navigation flows to match the standard Mission Select menu architecture.
  • Corrected a typo in the spelling of “Exercises” within TacSim Tier 1 Training screens.
  • Fixed late-spawning NPC visibility issues across multiple TacSim missions.
  • Removed an unsightly white gradient overlay appearing across TacSim mission preview images upon initial selection.
  • Resolved various animation clipping, geometry, and camera framing bugs throughout TacSim cinematics.

Advanced Tactical Training

Fixed a spawn bug starting Tier 3 players in a standing posture, causing premature stealth detection. Sealed door transition bugs leaving exit doors unlatched after Tier 1 completion. Resolved a hostile spawn bug dropping sniper reinforcements directly on top of the player character in Tier 3. Fixed out-of-bounds visibility clipping during wall-climbing sequences. Patched objective completion bugs where multi-enemy takedowns stalled final objective progression. Fixed logic errors causing Tier 2 objectives to auto-complete immediately if initiated right after executing prerequisites.

Advanced Close Combat Training

Repositioned an out-of-bounds boombox music player to be within interactive reach. Smoothed out visible environmental seams and rendering errors in Tier 3: The Gauntlet. Fixed a bug dropping weapons permanently inside box collision meshes, rendering them unrecoverable.

Arctic Skies

Cleared persistent knockout prompt overlays lingering on screen post-mission completion when activated by environmental fans. Synchronized mission briefing descriptions with actual Tier 3 objective parameters.

Clean Infiltration

Resolved an NPC clipping glitch where guards embedded inside props popped out dynamically upon execution of stealth takedowns.

Lords of Rust

Fixed an exploit where Game Changer modifiers continuously refreshed after every single enemy takedown in Tiers 2 and 3. Resolved texture flickering bugs on television screen monitors tied to camera angles.

The Assault

Renamed Tier mission titles to maintain uniform naming consistency across the broader TacSim menu catalog.

The Garden Party

Removed an incorrect Q-Lens glowing highlight effect on static generator props. Added missing UI text labels to laptop interaction nodes. Fixed an AI exploit allowing guards to detect player corpses straight through solid, closed doors.

Extraction Three Ways

Sealed an exploit allowing secondary extraction doors to remain active and interactable during active combat states.

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