AQUI NOTICIAS DEL PARCHE..........PARECE QUE LOS H*P*S DE CRYTEK SE FUERON A VACACIONES DESDE NOVIEMBRE:
Lots of questions from the community regarding Crysis Patches, the SDK and the Linux Dedicated Server have been asked, and we wanted to get all of them answered right before Christmas and right before we have our holiday break.
So let's get started...
Patch #1 Delayed - The Reason
In an interview around the street date of Crysis we have mentioned to release the first patch within the next two weeks. Till then we already made quite a good progress on the patch itself and it was close to being shipped. Unfortunately due to heavy technical issues that appeared right before the patch was declared final we could not release it in time.
Patch #1 - Current Status
Thus we fully concentrated on the issues to get them addressed and resolved. So far the progress on the patch is quite satisfying since everything seems to be working as intended. Currently the patch is being reviewed by Crytek's and EA's QA departments and we expect to get the final feedback submitted in the first week of January.
Patch #1 - Scheduled Release
Based on this feedback we will be able to set a release date for the long awaited Patch #1 for Crysis. If no major problems occur we expect to have it available for public download within January 2008. This is of course related to the reports from the QA departments, but we are confident to match the schedule.
Patch #1 - Content
The last time we have provided you with a rough list of fixes the patch will include. Today we would like to go a bit more into detail and mention the major changes/bug fixes. Patch #1 is still meant to be a performance patch and does not include major gameplay changes or new features. These are being addressed in Patch #2, but more about that further below.
So here is the major change log for Patch #1: (the complete change log will be announced once the patch ships)
Fixes
Damage dealt to vehicles when shot by LAW has been made consistent
F12 (screenshot) now works in restricted mode as well
When player melees during gun raise animation, their gun will not be in a permanently raised position anymore
Memory leaks and potential crashes
Updates
Improved SLI / Crossfire support and performance
Improved overall rendering performance (DX9 and DX10)
Enabled VSync functionality in D3D10
Tweaks
Reduced grenade explosion radius in multiplayer
Clamped water tessellation to avoid cheating in MP
Reduced LAW splash damage vs. infantry in PowerStruggle mode
Slowed Rocket projectile speed down in MP slightly
FUENTE:
http://www.ea.com/crysis/news.jsp?newsId=xmasupdate