Samson feature

First Samson Update Releases Today – Full Patch Notes

Liquid Swords has announced that the first major update for Samson will come out later today and shared its full patch notes. So, let’s see what this update will bring to the table.

This first patch promises to fix a lot of the hitches and stutters from which the game suffered. To be more precise, it will fix numerous PSO (compilation shader) stutters. It will fix some landscape RayTracingDynamicGeometry misses, as well as NaniteLumenCard & NaniteShading misses.

The patch will correctly set bIgnoreMaskMateria & bRequireRTDynamicGeometryUpdate. It will also fix PSO misses due to FStaticMeshComponentHelper::CollectPSOPrecacheDataImpl fetching materials from LOD levels depending on MinLOD even for Nanite-enabled meshes which will render with LOD 0 materials.

In short, the game should run more stable and with way fewer stutters after applying this update. I’ll be sure to test the game and include my thoughts in our upcoming PC Performance Analysis.

Samson should also be more stable and crash less frequently on your PC with this new update. For instance, the devs have fixed various audio-related crashes. They have also fixed an issue with physics destructables behaving like solid objects and not getting destroyed when playing on high framerates.

This patch will also attempt to polish some of the game’s aspects. For example, it will increase the volume for NPC vehicles. It will also improve lean-on-wall alignment, and it will prevent corpses from popping back up or being launched into the air after takedowns, hazards, or railing interactions.

Like always, Steam will download this update once it becomes available. Below, you can also find its full patch notes. Finally, our PC Performance Analysis will go live this weekend, so stay tuned for more.

Samson April 10th Patch Release Notes

Performance

  • Several performance fixes focusing on PSO related hitches (Fixes stuttering related issues)

  • Fixed some misses with Slate

  • Fixed landscape RayTracingDynamicGeometry misses

  • bIgnoreMaskMateria & bRequireRTDynamicGeometryUpdate was not set correctly from landscape PSO precache dispatch since 5.7

  • NaniteLumenCard & NaniteShading misses

  • Fixed PSO misses due to FStaticMeshComponentHelper::CollectPSOPrecacheDataImpl fetching materials from LOD levels depending on MinLOD even for Nanite-enabled meshes which will render with LOD 0 materials

Crash fixes

  • Crash fix for clearing UseDestructionHelp for vehicles with a timer

  • Fix for potential case where attempting to update a failed dispatch when losing warp governance could clear the callback lambda as it was being executed, causing a dangling this pointer and crash

  • Fixed various audio-related crashes, including one when closing the game

  • Avoid race conditions caused by writes to bIsCachedRayTracingInstanceValid and bDynamicRayTracingInstanceCachedDataDirty from parallel tasks

  • Force separate storage unit between ray tracing and non-ray tracing bits

  • Force separate storage unit between bIsCachedRayTracingInstanceValid and bDynamicRayTracingInstanceCachedDataDirty

Physics

  • Fixed issue with Physics destructables behaving like solid objects and not getting destroyed when playing on high framerates.

Mission

  • Ice Fish – NPCs spawned in the Beatdown are no longer only Level 1

  • Thrill of the Fight and Running on Fumes – now functional after save/continue

  • Suzy Red no longer gets multiplied during “Stitches for Snitches” mission completion

  • Hit 16 (No Return Fare) – passenger now gets into the cab at the pickup location

  • Dave Shultz Tailing Job – Dave now spawns close to player, avoiding near-instant fails for being too far away

  • Story Chapter – No Whisper Dealers – no beatdown triggers when eliminating enemies, preventing mission failure

  • Hot Iron – fixed issue where the fail radius for the reach dealer objective was too small

  • Day 3: Oonagh Welcome Home – call now comes after story mission Blood on Tap rather than Dirty Scripts

  • Fixed issue with the “Hot Iron” not being replayable after failing and retrying the next day.

  • Improved traversal and removed collision traps by White Whisper stash close to the priest’s house in Park Avenue.

  • Fixed the Cumberland barge wall

General Gameplay

  • NPC fall damage added as a failsafe for dropped NPCs

  • Day 3 Pickups – raised interact range to allow easier pickup if an item is dropped under a body

  • Let outsiders check if the driver can be pulled out of the vehicle

  • Fixed issues where enemies were not advancing towards you in group encounters

  • Fixed issues with AI running onto roads to inspect dead bodies

  • Fixed issue where police siren sometimes did not work

Polish

  • Fixed smoker alignment in Double Tap and Suzy’s

  • Fixed vehicle voices

  • Added a dedicated “remote dialogue” bucket for voice lines without a visible speaker (e.g. phone calls or police radio chatter)

  • Added separate dialogue buckets for police vehicles and remote dialogue

  • Fixed door kick spam

  • [Audio] New day stinger now plays before dialogue

  • Increased volume for NPC vehicles

  • Prevented corpses from popping back up or being launched into the air after takedowns, hazards, or railing interactions

  • Improved lean-on-wall alignment

  • Blocked bark gestures or one-offs during ranged combat

  • Fixed Vivian holding a folder in the doctor’s office instead of nothing

  • [Audio] Added “outside vehicle” dialogue lines to NPC non-combat efforts

  • Fixed several grammatical errors

  • Removed the facility marked on the map for no reason.

  • Improved French localization, adding a whole lot of strings that were missed in translation.

Combat

  • Fix for unreliable combat barge. If you tried to do a combat barge during the 4-second cooldown, it would just drop you out of combat stance instead.

  • Fixed issue with Enemies failing to pull the player out of a vehicle if misaligned even slightly.

  • Balanced Police escalation detection ranges to make it fair to the player.

  • Fixed issue with player falling through the floor, dying.

Usability

  • New “Controls” screen for showing game input from the pause menu

  • Correct text for Carpe Diem: First Job costs 0 AP.

  • Added Heal to combat hints

  • Fixed so we toggle Grab / Throw when you pick up an item in the combat hints

  • Fixed issues with changing the Deadzone setting not changing the way sticks respond

  • Fixed issues with turning off vibration in the settings.