Horizon Forbidden West [PS, PC]

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Hello everyone,

We’ve just released Patch 1.08. Thanks to everyone who has used the Support Form to share their issues with us, please continue to do so for any bugs you come across in Horizon Forbidden West.

** Please note that some patch notes may contain SPOILERS!**

PATCH NOTES

KNOWN ISSUES

We are currently looking into several issues reported by the community. Please note that these issues are not yet fixed in this patch, but our teams are investigating them with high priority.
  • The team are continuing to investigate and tweak the reported graphical issues regarding shimmering, sharpening and screen saturation.
  • Some players have reported multiple issues with various types of traversal after the player fast travels to any campfire while gliding inside of a tornado.
  • Some players have reported an issue with receiving the reward after completing the Black Box Collectibles activity.
FIXES AND IMPROVEMENTS

Main Quests
  • Fixed an issue in main quest ‘To The Brink’ where using Silent Strike on a quest-specific Bristleback would teleport the player to Chainscrape.
  • Fixed an issue in main quest ‘The Dying Lands’ where Varl and Zo would sometimes idle outside of Plainsong and block progression.
  • Fixed an issue in main quest ‘The Dying Lands’ where Aloy’s companions would not lead the way after restarting from a specific save.
  • Fixed an issue in main quest ‘The Broken Sky’ where reloading a certain save could sometimes disable fast travel unintentionally.
  • Fixed an issue in main quest ‘Cradle of Echoes’ where loading a save created on the previous patch would cause Aloy to be stuck in the Base.
  • Fixed an issue in main quest ‘Thebes’ where Aloy’s breathing sounds were playing during a cinematic sequence.
  • Fixed an issue in main quest ‘All That Remains’ where restarting from a certain save would cause Aloy to spawn in the Base and unable to leave.
Side Quests
  • Fixed an issue in side quest ‘The Bristlebacks’ where Ulvund didn’t get the memo and stuck around in Chainscrape after the quest was completed.
  • Fixed an issue in side quest ‘What Was Lost’ where Kotallo would sometimes become unresponsive when reloading from a specific save.
  • Fixed an issue in side quest ‘Blood For Blood’ where Kavvoh and Arokkeh could not be interacted with in specific circumstances, blocking progression.
  • Fixed an issue in side quest ‘Forbidden Legacy’ where fast traveling during the Slitherfang encounter would cause the machine to not respawn, thus blocking progression.
  • Fixed an issue in side quest ‘The Roots that Bind’ where the quest objective "Go to the Drumroot" would not complete after damaging the Widemaws from a large distance.
  • Fixed an issue in errand quest ‘Call And Response’ where killing the enemies before receiving the objective to do so could block progression.
World Activities
  • Fixed an issue in Gauntlet Run, where passing the finish line in last place would result in a win in specific circumstances.
  • Fixed several issues with specific Firegleam and Metal Flower icons not being displayed on the map.
  • Fixed an issue where Firegleam icons would not be correctly removed from the map once the related activity was completed.
  • Fixed an issue where fast travel would be disabled in specific circumstances when loading a save made while playing Machine Strike.
UI/UX
  • Fixed an issue where the Machine Strike UI would briefly flicker at the end of a game.
Graphics
  • Fixed an issue where Aloy wouldn’t appear wet anymore after being in water.
  • Multiple graphics fixes and improvements in cinematics.
  • Multiple visual improvements in shadows and clouds.
  • Fixed an issue where Photo Mode controls would be frozen when initiating Photo Mode during a swan dive.
Performance and Stability
  • Multiple crash fixes.
  • Multiple performance and streaming improvements in cinematics.
  • Removed multiple unintentional loading screens and black screens.
  • Fixed multiple instances of streaming and visual popping.
Other
  • Made several improvements to the NPCs’ movement and animations in settlements.
  • Made it easier to tag individual components when using motion aiming and scanning machines.
  • When picking up potions or tools that don't fit in your toolbelt anymore they are now moved to the stash.
  • Several balancing changes to weapons and enemies.
  • Fixed several instances where Aloy could get stuck in geometry.
  • Fixed an issue where the ‘All Machine Types Scanned’ trophy could be easily missed during the final main quest ‘Singularity’.
  • Fix for the mount call sometimes causing the flying mount to be spawned in undesirable positions and in rare cases be unreachable.
  • Several datapoints that are located in areas that the player could not return to are now automatically unlocked upon the player leaving that space.
  • Fixed multiple instances of specific music tracks getting stuck and repeating.

Please continue to inform us of any issues via the Support Form. We appreciate those who have taken the time to submit a report already; they are immensely helpful for our teams!
Take care out in the wilds,

-Guerrilla
 
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A random NPC for side quest
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https://www.gdcvault.com/play/1027553/Adventures-with-Deferred-Texturing-in

Interesting approach, seems like they only use visibility buffer for alpha tested geometry (mostly vegetation) and a more traditional depth + geometry deferred pass for anything else. Makes sense to have a smaller scope for changes like these (instead of moving the entire engine to vis buffer), and focus on the area that's going to see the biggest benefit :yes:

Smaller wins on PS5 but still pretty good, half of this presentation went over my head, need to re-read it a couple times :LOL:
 
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It's still annoying we have to press a button to open a chest and then hold down the button to pick up all of the items. There's no inventory or weight limit in the game, just auto-pick up everything already.
The Last of Us Part II had an auto-pickup option. A really nice QoL feature.
 
One the same note, the time it takes for the ropecaster animation to finish is really annoying me, luckily they are isolated to puzzles for the most part but still… I wish more games would prioritise fast animations and more responsive gameplay, it really adds up when you’re playing 100 hour long game.
 
I am surprised at the number of Fixes this game keeps having through the multiple patches. It makes it seem like it was bug ridden at release. Was it that bad?
 
Was it that bad?

Not really bad. But certainly worse vs HZD's original PS4 release. Buggy/glitchy games unfortunately are a thing these days, FW isnt alone with this. I havent play this anymore for awhile (it isnt as 'wowing' as HZD was at the time), but the biggest issue was the performance modes image quality which was quite bad.
Maybe GG should move to UE5 aswell in the future.....
 
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