In this update4
Full notes
Full Endorphin Vice update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Balance
- Gameplay
- Maps
- UI and audio
Endorphin Vice changes
Update Log: Physicality & Brutality Expansion
This update redefines the tactical and visceral experience of the game. We have overhauled the physics engine from the ground up and implemented a high-fidelity gore system.
Advanced Gore & Execution System
Gore System 2.0: Fixed legacy clipping issues and "brutally improved" the dismemberment logic. Damage models now reflect the caliber and velocity of the impact.
New Chainsaw!:
Steam post imageSteam post image
New Blood Splatter Tech: Dynamic splatters that interact with environment geometry and surface materials.
Brutal Executions: Added high-fidelity animation sets for the Chainsaw and an overhauled Machete suite. These are context-sensitive and reflect the new gore improvements.
Vehicles & Heavy Weaponry
Insane-Realistic Vehicle Physics: Rebuilt from scratch (100%). Vehicles now feature insane weight distribution, tire friction, and suspension physics for a true-to-life driving simulation.
Automated Turrets: New deployable or static turret units added to the battlefield for area denial.
Ballistics & Audio
Bullet Penetration System: Projectiles now calculate material density. High-caliber rounds can now penetrate targets, allowing for multi-kills with a single shot.
Combat & Maneuverability
Dynamic Cover System: Full implementation of the cover mechanic. Units will now intelligently utilize the environment to minimize exposure.
- Contextual Falling CoverAdded "Falling Cover" logic. Characters will now attempt to brace or find protection dynamically when falling or being knocked back.
Grappling Hook (Finalized): The mobility suite is now complete. Use the grapple for vertical repositioning or tactical retreats with 1:1 physics-based tension.
Source
Changelog.gg summarizes and formats this update. How we read updates.
