In this update4
Full notes
Full Heart Electric update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- UI and audio
- Gameplay
- Events
- Maps
- Performance
Heart Electric changes
Summer Playtest
Date: Friday, July 18
Time: 4pm CEST - 10pm CEST
Duration: 6 hours
Region: EU
Platform: Steam PC
Sign up on the Steam store page for Heart Electric Heart Electric EU players will be granted priority. If you’re located outside the EU and still want to participate, expect high ping and no localization. English only.
Join Discord and form the best crew!
https://discord.com/invite/heart-electric
Give us your feedback!
The form link in the main menu of Heart Electric. Help us create the best gaming experience.
Pro tip: "Exploding barrels should not be used as shields" - Jazz
Patch Notes:
General
Reduced team size from 4 to 3 players.
Hero picks are now exclusive within a team.
Change loadouts available during respawn.
Character pages have been added to the main menu.
Teams now have individual colors displayed in the UI. This can be disabled in the settings.
Major audio updates including friend and foe identifiers and binaural positioning.
Heroes
New prototype Hero “Krush - the Champion”.
Koji
Increased the Ultimate handling speed.
Rickshaw
Active replaced by a rocket grab, passive replaced by an enhanced revive.
Crow
Increased flight speed.
Prodigy
Nerfed active wallhack ability slightly, improved handling of the Ultimate.
Flux
Magnetically triggered “Flux Cores” can now be found in the Arena:
The Scrambler - magnetize it and trigger a disabling EMP blast.
The Watchdog - magnetize it and use it as a fiery proximity mine.
The Turbine - magnetize it and trigger a powerful air burst that sends everything flying in the opposite direction.
Updates and fixes:
Speeds have been adjusted - Flux slightly reduced, standard movement slightly increased.
Loose metal object physics updates, improving handling and visibility.
Tethering objects now have proper UI, tracking and concussive impact.
Other Updates
Weapon Balancing
Tons of tweaks, bringing the weapons closer to their intended roles.
Wall jumping is now possible when hitting walls mid air.
The Energy overload that occurs at the second team’s elimination now respawns all players in their spawn rooms.
Energy balancing pass:
No more Energy drops from flatlining opponents.
Small amounts of Energy can appear in the Arena center.
The heart drains faster when planted on a team with lots of energy and deposits faster when planted on a team with low energy.
In-match Rank Rewards adjusted:
Only the leading team is rewarded with ziplines and base alarm.
Energy difference is converted to shields at the final showdown.
Updated score and map screens.
Arena updates:
Visual polish on several locations.
Updates to magnetic surfaces and object placements.
Updates to loot chest locations and pickup distribution.
Improvements to pinging, making targeting easier.
Some additional performance stats displayed at end of match.
Known Issues
Loading and saving settings to the cloud does not work.
Pressing ESC during the in-game loadout selection (default key “H”) will cause your mouse cursor to be disabled. Just press “H” again to close the selector.
When a match is about to start, there will be a “connection interruption” for about 2 seconds while the server receives the players’ selections. This is normal until we optimize this data transfer, your internet connection is perfectly fine!
Source
Changelog.gg summarizes and formats this update. How we read updates.
