github Joshhhuaaa/EnhancedSC v1.4
Enhanced SC v1.4

one day ago

This is the official release version of Enhanced SC v1.4. For further information, refer to the README page for instructions on setting up the game.

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Enhanced SC v1.4 Patch Notes

Gameplay

  • Added an option to use Binoculars, similar to later Splinter Cell games.
  • @cazzhmir: Added an option to select from three new suits for Sam:
    • Beta Standard
    • White Balaclava
    • Beta Sleeves
  • Mission Statistics now support two rating types, Ghost and Stealth. Ghost penalizes unnecessary knockouts, while Stealth allows knockouts as long as the player remains undetected.
  • Added an option to disable Mission Statistics.
  • Fixed a bug where Mission Statistics were not persistent when loading into the second or third part of a mission.
  • Mission Statistics now track wall mine damage more accurately: the player is considered the instigator if they planted the wall mine or caused it to fall from its base.
  • Checkpoints are now saved across three rotating slots instead of overwriting a single slot.
  • Improved AI reactions to near-miss gunfire by detecting bullets that pass dangerously close to NPCs, similar to Chaos Theory.
  • Added an option to automatically lock the player's view onto cameras while using the Camera Jammer, similar to Pandora Tomorrow.
  • Added an option to use vision modes with the Laser Mic, similar to the PS2 version.
  • Restored the Concussion Grenade from the beta version, accessible in the second part of Nuclear Power Plant.
  • Chemical Flares now generate heat and are now targeted by turrets.
  • Chemical Flares no longer lose their glow when damaged.
  • Chemical Flares no longer instantly deactivate when holstered and now expire after their intended duration.
  • Added consistency to mission failures related to injuring or killing friendly NPCs.
  • Sam and friendly NPCs are now invincible during Mission Complete screens, and NPCs will stop firing weapons and speaking.
  • Prevented saving the game while a cinematic is playing.
  • While a weapon is drawn, switching to another weapon will now automatically holster the current weapon and equip the new one in targeting mode.
  • Opening a door with a weapon drawn now features a smoother transition, unholstering before interacting instead of keeping the weapon equipped.
  • Adjusted stealth door opening with a weapon drawn so Sam does not redraw the weapon after the action, similar to Chaos Theory.
  • Optic Cable interaction now automatically moves Sam to the door before use.
  • Improved Optic Cable transitions when standing, lowering the player camera similar to Chaos Theory.
  • Optic Cable vision modes are now tied to the third-person animation, introducing a brief delay when toggling goggles on or off.
  • When interacting with a Retinal Scanner, Sam now automatically raises his goggles.
  • Switch objects can now be interacted with while carrying a body, similar to Chaos Theory.
  • Switch objects can now be interacted with while a weapon is equipped, similar to Chaos Theory.
  • Added Optic Cable interaction for keypad-locked doors in the New Door Interaction System.
  • Added the ability to drop from a split jump while a weapon is drawn, similar to Chaos Theory.
  • Added the ability to pause on controller during cinematics.
  • Back to Wall targeting can now be exited using the Back to Wall key.
  • Fixed a bug where entering a Diversion Camera could immediately trigger a whistle because the interaction input was not cleared.
  • Fixed a bug where the player could fall while using a Sticky or Diversion Camera and fall damage was incorrectly not applied.
  • Fixed a bug where dropping a projectile item while in Back to Wall could cause the item to become stuck in the wall.
  • Fixed a bug where NPCs could become softlocked when elbow attacked during keypad or elevator interactions.
  • Fixed a bug where if the player and an NPC simultaneously interacted with a door, the player could face the wrong direction when opening it.
  • Fixed a bug where the Sticky Camera and Diversion Camera would not properly exit and holster the weapon on Mission Failed, causing a broken animation.
  • Fixed a bug that prevented reloading while using the sniper on a rappel rope on controller.
  • Fixed a bug where holding the Crouch key before getting on a zipline and keeping it held caused an animation bug.
  • Fixed a bug that prevented zooming the SC-20K while rappelling.
  • Fixed a bug that prevented switching gadgets while rappelling.
  • Fixed a bug that allowed variable speed changes while rappelling.
  • Fixed a bug that prevented reloading weapons on controller while in a split jump.
  • Fixed a bug where leaving the Interaction Box, Inventory, or Mission Statistics screen allowed players to regain control while input was blocked.
  • Fixed a bug where Sam could whistle while dying.
  • Fixed a bug where interactions could be performed while dead if Interaction Pause was disabled.
  • Fixed a bug where more than one alarm could be triggered on one alarm missions.
  • Fixed a bug where PS2 accuracy values were not applied when picking up a pistol.
  • Shell casings now use a maximum concurrent limit of 500 instead of a 3 second lifespan.
  • @cazzhmir: Replaced the SC-20K texture with a less compressed version.
  • @TGP482: Replaced the SC Pistol texture with a less compressed version.
  • @TGP482: Replaced various gun textures with less compressed versions: AK-47, AK-107, QBZ-95, Makarov, Dragunov, MK23, and P228.
  • Fixed a bug where holding forward when crossing over a fence caused Sam to slide down without playing the correct animation.
  • Fixed a bug where flares would not be destroyed when thrown into the skybox.
  • Fixed a bug where the lockpick shadow would incorrectly cast into the world.
  • Fixed a bug that caused sniper sway to be present during cinematics.
  • Fixed a bug where disabling zoom levels for the Laser Mic after using them would reduce the third-person camera's field of view.
  • Fixed a bug where pressing the Snipe button in third-person view, then drawing the weapon, would enter sniper mode.
  • Fixed a bug where the wrong camera mode was set when sniping during a split jump and reloading.
  • Fixed a bug with Sam's thermal vision textures introduced in previous Enhanced versions.
  • Fixed a bug where the Beretta 92FS was held incorrectly by adding a prepivot offset.
  • Fixed a bug where laptop collision remained active after being destroyed.
  • Fixed a bug where gameplay objects with a SpawnableObject lacking a SpawnClass could incorrectly turn off a light even though the mesh had not changed.
  • Fixed Optic Cable issues caused by fast mouse flicks.
  • Fixed a rendering issue by temporarily disabling the EOmniAtten light effect on Flares, Chemical Flares, and Alarm Lights.
  • Dying now immediately exits any active interaction, hiding Keypad, Elevator, and Lockpick pop-up objects.
  • Mission Complete and Mission Failed states now cleanly exit Turret, Keypad, and Elevator interactions.
  • Improved HUD restoration after cinematics, fixing rare cases where player state changed while a cinematic was playing.
  • Improved the Communication Box to prevent duplicate message entries, similar to Pandora Tomorrow.
  • The Toggle HUD setting now also toggles cinematic letterboxing.
  • Added an option to invert the interaction list, similar to Chaos Theory.
  • Improved inventory navigation so moving past the first or last selectable option wraps to the opposite side.
  • Added an option to briefly display the currently selected gadget as the current goal when switching gadgets, similar to the GameCube version.
  • If SC-20K zoom levels are disabled, the sniper scope now displays the currently equipped alternate ammo type.
  • You can now access the quick inventory while in Back to Wall, similar to Pandora Tomorrow.
  • You can now access the quick inventory while using the Camera Jammer.
  • Added the ability to switch between any available gadgets while weapons are drawn.
  • Pressing the Crouch key now exits the Turret interaction.
  • Pressing the Crouch key now exits Sticky Camera and Diversion Camera when using keyboard or the default controller layout.
  • Fixed a bug where the player could zoom in or out while reloading the SC-20K sniper.
  • Fixed a bug where the game's audio did not pause when using the Interaction/Inventory Pause option, causing looping sounds to play indefinitely.
  • Fixed a bug where the SC-20K zoom level was not saved when sniping during a split jump or while rappelling.
  • Fixed a bug where Sticky Camera and Laser Mic zoom levels did not scale correctly at higher frame rates, previously requiring excessive scrolling to achieve full zoom.
  • Added an option to use a horizontal Life Bar, featured in builds prior to E3 2002.
  • The inventory is now consistently sorted across all levels.
  • Added an option to enable a persistent HUD. The Life Bar, Communication Box, and Shadow Meter are always displayed, and the Communication Box is also shown during Retinal Scanner interactions.
  • Added the zoom in and zoom out animation for the SC-20K sniper, similar to Pandora Tomorrow.
  • Restored the timer's critical state behavior, causing the timer text to turn red when below the critical threshold.
  • Fixed various Communication Box issues related to height calculations.
  • Adjusted the objective header in the Communication Box to be symmetrical on all sides.
  • Improved various turret HUD elements.
  • @TGP482: Replaced the keypad number textures with less compressed versions.
  • Fixed a bug with the goal box not transitioning correctly until at least one goal had been assigned.
  • Fixed a bug where Show Current Goal failed to animate correctly at high frame rates and now transitions smoothly on and off screen as intended.
  • Fixed a bug where one-alarm missions could display 0/3 on the alarm icon instead of 0/1.

Input

  • @Afevis: Added vibration support for controllers.
  • @Afevis: Added warnings when game save folders are not writable or when any save files are set to read-only.
  • Added support for skipping cutscenes and starting from loading screens on controllers using the A or Start buttons.
  • Added controller navigation for PC menus: thumbsticks control the cursor, A confirms, and B cancels.
  • The Pause button is now disabled on keyboard when in a game over state, similar to controller behavior.
  • Controllers can now pause during cinematics.
  • The mouse cursor can now use the full aspect ratio instead of being limited to 4:3 bounds.
  • @ThirteenAG: Mouse input has been corrected to accurately read data at high polling rates, eliminating the need for 125 Hz polling rate.
  • Mouse sensitivity is no longer tied to frame rate; switching between different frame rates should now feel identical.
  • The mouse can now move the camera while the Interaction Box is open, similar to controller behavior.
  • Added a crouch-spam filter to prevent unintended silent movement while rapidly crouching.
  • Added a crouch-spam filter on ziplines to prevent animation issues.
  • Pressing the Inventory key quickly (within 0.15 seconds) now cycles to the last used gadget on keyboard, matching controller behavior.
  • While accessing the inventory on controller, the first item is now automatically selected instead of the category header.
  • All inventory categories are now visible when using the controller, instead of displaying only the selected category.
  • The controller pause screen can now access PC menus by selecting the Main Menu section.
  • Adjusted the zoom speed for the Laser Mic, Sticky Camera, and Binoculars when using a controller to match the console version.
  • Restored the Reset Camera keybind that existed in the Splinter Cell PC demo build.
  • Controller layouts have been updated: the Default layout is the recommended option and includes improvements from later Splinter Cell games. The Xbox layout replaces the Pandora layout and restores original Xbox controls wherever possible (whistle and binoculars require alternate binds).
  • Updated the default controller layout so the X button is used to make noise while using the Diversion Camera, similar to Chaos Theory.
  • Removed the auto-load checkpoint behavior on controller, as the mouse cursor can now be used to navigate PC menus.
  • @ThirteenAG: Added native Alt+F4 support.
  • The in-game console now supports holding Backspace to delete characters instead of requiring individual key presses.
  • @ThirteenAG: Fixed a bug where the mouse would spin uncontrollably when the mouse was lifted.
  • Fixed a bug where primary and alternate fire inputs were not cleared when pausing the game or loading a save, causing weapons to continue firing after gameplay resumed.

Miscellaneous

  • @ThirteenAG: The HUD will now correctly offset all elements for widescreen support.
  • @ThirteenAG: Added an option to display cutscenes in fullscreen.
  • @ThirteenAG: Added an option to use the original FOV during in-game cinematics.
  • @ThirteenAG: Fixed a bug where the Presidential Palace ending cutscene would render at 640x480.
  • Mission Failed now offers options to load the last save or checkpoint, load game, restart mission, or quit to the main menu.
  • Added an option to change controller icons between Xbox, PlayStation 2, and GameCube.
  • Added an option to change text fonts between PC, Xbox, and GameCube.
  • Adjusted maximum mouse sensitivity from 99 to 100.
  • Profile name and difficulty are now displayed on the in-game pause screen.
  • Fixed spacing issues with the Xbox font.
  • Fixed a bug where Ultimate ASI Loader sometimes failed to override files in the Enhanced folder.
  • The brightness/contrast slider now ranges correctly from 0–100.
  • The in-game gamma slider has been renamed to contrast to reflect its actual function.
  • Fixed audio sliders to properly scale from 0–255 internally, instead of the previous 0–99 range.
  • Keyboard and controller input can now dynamically switch during Inventory, Lockpick, Keypad, Elevator, and Turret interactions.
  • Added a prototype map warning when launching Nuclear Power Plant and Severonickel.

Maps

  • Training
    • Grabbing the guard who searches for the body will now fail the section.
    • Fixed a bug where the training popup would not work on controller while in weapon mode.

  • Police Station
    • Fixed a bug where civilian patrols could be repeatedly restarted.
    • Prevented the street restriction from being removed if the player drops into the elevator shaft before obtaining the black box.
    • Blaustein's balcony door is now unlocked before obtaining the black box, as attempting to proceed without it already results in mission failure.
    • Removed the EOmniAtten LightType from the Xbox version of the map to prevent a rendering bug.
    • Restored the water fountain shader used in the Xbox version.

  • Defense Ministry
    • Disable alarms immediately after completing the computer objective to prevent alarms from being triggered during extraction.
    • Fixed a bug where Wilkes could continue firing his weapon while a soldier was grabbed.
    • Fixed a sound volume that had the incorrect sound slot assigned.

  • Oil Refinery
    • Adjusted the zipline so Sam automatically raises his legs to prevent accidental falls.

  • CIA HQ
    • Prevented the player from activating both the trap door and ventilation fan checkpoints.
    • @cazzhmir: Updated the loading screen for the third part to better reflect the retail version. The previous image was taken during the game's beta.
    • Fixed a bug where the extraction timer could appear when entering the area too early.
    • Fixed a bug where Lambert's communication box could become stuck open if the player entered the building before his dialogue finished.
    • Fixed a bug on Elite difficulty where the ventilation fan did not stop at its adjusted time limit.
    • Improved NPC body checks.

  • Kalinatek
    • Removed the Xbox version of the third part in favor of the PC version to fix a visual issue.
    • Fixed a bug where the bodies of Ivan and the guard in the bathroom could not be picked up.
    • Fixed a bug where Lambert's dialogue would be cut off in Kalinatek when killing Wilkes.
    • Sam now crouches during the hostage conversation.
    • The Xbox checkpoint at the hostages will now properly trigger.
    • Prevented the player from killing or knocking out Wilkes prior to the ending cinematic.
    • On Elite mode, the bomb timer has been reduced from 150 seconds to 120 seconds.
    • Improved the crane texture.

  • Chinese Embassy
    • Prevented transitioning to part 2 if the Agency Contact objective has not been completed.
    • Fixed a bug on Elite difficulty where alarm counters could display 2/1 instead of 1/1.
    • Fixed a bug where Mission Failed could skip Lambert's dialogue.

  • Abattoir
    • Added a new destruction state when destroying the antenna.
    • Added an unused US Prisoner skin.
    • Grinko now uses a unique AK-47 texture.
    • Disabled alarms after speaking with Long Dan once the fight begins.
    • Improved NPC body checks.
    • Fixed a laptop that could not be destroyed on the Xbox version of the map.
    • Fixed a bug in the spotlight area where alarms could be permanently disabled for the remainder of the mission.
    • Fixed a bug where prisoners would play frighten dialogue over unconscious NPCs.
    • Fixed a bug where the main target would repeat dialogue.
    • Fixed a bug where the player could keep retriggering the same objective and dialogue.
    • Fixed a bug where Sam could die and still complete the mission during the ending dialogue.
    • Fixed a potential softlock at the end of the mission.
    • Fixed a guard investigation behavior that could incorrectly trigger an alert.

  • Chinese Embassy 2
    • @cazzhmir: Updated the loading screen for the first part to correct incorrect text.
    • Fixed a bug where the Communication Box could become stuck if dialogue was triggered early.
    • Fixed a bug where the player could fall into the embassy grounds without triggering a mission failure on the Xbox version of the map.
    • Fixed static meshes with missing textures.

  • Presidential Palace
    • Updated the loading screen for the first part to a more fitting version from the September 2002 build.
    • @cazzhmir: Updated the loading screen for the second part to better reflect the retail version; the previous image was taken during the game's beta.
    • Improved guard behavior during the surrender sequence, causing guards to open fire if the player uses short-range attacks, the Camera Jammer, Laser Mic, or Binoculars.
    • Prevented the player from whistling during the surrender sequence.
    • Fixed a bug where the mission would not fail if a civilian was killed after the primary target.
    • Guard dialogue will now automatically begin when entering the chandelier room.
    • Restored the water fountain shader used in the Xbox version.

  • Kola Cell
    • Fixed a laptop mesh displaying wrong texture when damaged.

  • Vselka
    • Adjusted cinematic timing so it now triggers after Sam finishes typing.
    • On Elite mode, the extraction timer has been reduced from 150 seconds to 120 seconds.

  • Nuclear Power Plant
    • Raised an ammo pickup that was partially clipping in the floor.
    • Lowered a ceiling camera to prevent it from clipping into the ceiling.
    • Fixed a bug where a laptop required for an objective could be destroyed, and updated its screen to the standard red objective PC display.
    • Fixed a bug where the sliding door glass could be destroyed.
    • Fixed a bug where certain textures had incorrect transparency.
    • Fixed a bug where a light would not turn off when its associated object was destroyed.

  • Severonickel
    • Lowered the neutral rotation of a camera so it can properly detect the player.
    • Fixed a note that was incorrectly assigned to a nonexistent object.

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