007 First Light Patch 1.0.2 Released & Fully Detailed

by · DSOGaming

IO Interactive has released Title Update 1.0.2 for its latest James Bond game, 007 First Light, and shared its full patch notes. So, let’s see what this new update brings to the table.

Patch 1.0.2 improves the game’s stability on PC. To be more precise, the update fixes a crash that could occur when loading the “Operations” checkpoint in Chapter 02 “A Night Out”. It also fixes a frequent GPU crash caused by rendering & pipeline issues, as well as a crash related to texture loading errors occurring on PC.

This new update also comes with some mission-specific tweaks and fixes. For instance, it fixes an issue where players were able to fall off the roof of the Emperor Suite in Chapter 08 “Time to Die”, blocking further progress in the mission. It also fixes a hard blocker, where skipping the Airfield cinematic in Chapter 03 “All the Time in the World” at the last second could cause Bond to load out of world, preventing further progression.

And that’s not all. Patch 1.0.2 fixes an issue that could cause Bond to get stuck after the Auction in Chapter 03 “All the Time in the World”. It also fixes an issue in Chapter 04 “The Past never Dies”, where an NPC in the Market Hub got stuck performing a walking animation while suspended in the air and clipping with his market stall.

Finally, it’s worth mentioning two additional bug fixes that come with this update. The first one fixes an issue where the loading icon would loop infinitely when pausing the game while in TacSim, both in MI6 and during missions. The second fixes an issue where equipping the Size Upgrade for Flash Mines and then restarting a mission would cause Flash Mines to stop functioning.

Like always, Steam will download this update the next time you launch its client. Below, you can also find its full patch notes.

007 First Light Patch 1.0.2 Release Notes

FIXES

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“Operations” Checkpoint Loading Crash
Fixed a crash that could occur when loading the “Operations” checkpoint in Chapter 02 “A Night Out”.


GPU Rendering Issue Crash
Fixed a frequent GPU crash caused by rendering & pipeline issues.


Texture Rendering Crash 
Fixed a crash related to texture loading errors occurring on PC.


Crowd Animation Bug
Fixed an issue where crowd animation was not resolved when restarting between checkpoints containing crowds (e.g. the Nightclub in Chapter 02 “A Night Out”).

Steam Achievements Sync Error
Fixed an issue, where certain Steam Achievements would not trigger despite game progression and met conditions. Booting the game in online mode might be required for the game to validate Achievement progression.​

Gameplay

Emperor Suite Rooftop Hard Lock
Fixed an issue where players were able to fall off the roof of the Emperor Suite in Chapter 08 “Time to Die”, blocking further progress in the mission.


Airfield Cinematic Skip Blocker
Fixed a hard blocker, where skipping the Airfield cinematic in Chapter 03 “All the Time in the World” at the last second could cause Bond to load out of world, preventing further progression.


Airplane Chase — Vehicle Stuck in Helicopter
Fixed an issue in Chapter 03 “All the Time in the World”, where the player’s vehicle could get stuck between the helicopter’s propellers during the Airplane Chase sequence, causing a mission failure.


Post-Auction Ledge Issue
Fixed an issue that could cause Bond to get stuck after the Auction in Chapter 03 “All the Time in the World”.


Android Opportunity Blocker
Fixed an issue in Chapter 09 “Wave of the Future” where destroying the spare Android before it was deployed in the Robotics area would block the shooting range Opportunity, with no way for the player to recover.


Security Office Save/Load Blocker
Fixed an issue in Chapter 09 “Wave of the Future” where leaving and reloading the game after being escorted to the Security Office could prevent the guard from progressing, leaving Bond stuck.


Counter leading to Displacement
Fixed an issue in Chapter 08 “Time to Die” where a counterattack against [REDACTED] could cause Bond and [REDACTED] to slide along the corridor or float into the air.


Clipping After Item Throw
Fixed an issue in Chapter 08 “Time to Die”, where hitting [REDACTED] with a thrown item could cause him to clip through the environment, particularly near the rock where the item spawns.


Explosive Pipes & Missile Pen
Fixed an issue in Chapter 10 “For England”, where the red explosive pipes during the first stage of the boss encounter would not explode when shot with the Missile Pen.


Malta Training – Combat-Camera Too Close
Fixed an issue in Chapter 01 “The Needle’s Eye” where the close-combat camera in “Into a Deep End” would stay too close and not pull back properly. Restarting the checkpoint previously resolved it temporarily.


Floating NPC in the Aleph Market Hub
Fixed an issue in Chapter 04 “The Past never Dies”, where an NPC in the Market Hub got stuck performing a walking animation while suspended in air and clipping with his market stall.


NPC 
Fixed an issue in Chapter 08 “Time to Die”, where a hostile NPC near the checkpoint would end up walking in place and be stuck in front of the door leading into the next cutscene.


NPC Distracted Alert Sound Spam
Fixed an issue where the NPC distracted UI sound effect could repeatedly trigger rapid succession, particularly when a bluffed NPC became distracted – causing the icon and sound to alternate rapidly. ​

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TACTICAL SIMULATION

Infinite Loading Icon When Pausing 
Fixed an issue where the loading icon would loop infinitely when pausing the game while in TacSim, both in MI6 and during missions.


Flash Mine Size Upgrade
Fixed an issue where equipping the Size Upgrade for Flash Mines and then restarting a mission would cause Flash Mines to stop functioning.

John Papadopoulos

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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