In this update2
Full notes
Full Heart Electric update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Server
- Events
- Performance
- UI and audio
- Balance
Heart Electric changes
Here are the latest patch notes for our October Playtest, and we have been hanging in there. Updates
Unlocks have been added to your account progression
Leaderboards can now be climbed and conquered
Flux control updates
Can now use the interact key to tether magnetized objects, allowing you to combine them with your Flux swings
Main menu overhaul with improved visuals, screens, and navigation
Customizable player banners have been added
Additional shield types are now mutually exclusive
Hearts can now be manually selected to Steal or Deposit before planting
New and revised Neural Cores and Subroutines have been added
Final phase now lets you keep your inventory
Team Wipes now results in unified team spawning
Players are now able to reconnect to a match server after losing connection
In-match Rank Rewards adjusted
The leading team is now the beneficiary of reward events
Hero updates
Ava - Ultimate now blinds from the character model as well
Jazz - Improved directional input for Gecko Dash
Koji - Final Ignition firebomb now faster and sticky
Rickshaw - launch and targeting behavior updated for Robo Hook
Crow - Flight is no longer tied to a cooldown, and Ascend can be used while in flight to slice enemies in your path
Crow - New ultimate “Dark Angel”. Crow starts hovering, able to use weapons and Flux as if grounded
Krush - Primary ability root time now proportional to target’s distance
Krush - Passive now stays in 1st person camera
Krush - Ultimate ability speed and power re-adjusted
General improvements to non-bullet projectile network prediction
Weapon Balancing
(buff) Slight adjustments to handling for Vesper
(buff) Kraken stability slightly improved
(buff) Hurricane range slightly increased
(adjustment) Starting ammunition has been lowered and pickup ammo adjusted
(adjustment) Stingray tuned more towards sniper class than the assault class
(adjustment) Ram grenade precision updated
(adjustment) Boomer visuals updated, firing rate increased
(nerf) Blunderbuss is no longer as deadly at longer ranges
(nerf) Emperor clip size reduced
(nerf) Sidearm rate of fire reduced
Weapon Mods general update, with effects simplified and made more impactful
Audio mix and binaural support have been improved
Updated shaders and animations for characters and weapons
Flux Cores are now open when aiming at valid targets, able to be triggered when attached
Stuns have been reduced, allowing for easier counter plays
Melee attack now lunges a short distance if a target is within range
Hitboxes adjusted for Rickshaw, making him (in some respects) a smaller target
Arena updates
Visual polish and improvements in several locations
Updates to pickup distribution
New models for Hearts and Energy platforms
UI updates to the map, compass, and pinging
FOV slider added to settings
Party code support added for easier team assembly and inviting friends
Flatline Cam can be skipped
Revives no longer give full health
Known Issues
The mute button next to player portraits may need to be clicked twice due to a small technical issue with the screen interface
Some areas in the arena are under construction and will have placeholder textures and models
We’re a small team on a tight budget, so we’re doing the voices ourselves for the moment, be nice :)
There are a few shortcut inputs for controlling HUD visibility. We don’t recommend using these, but in case your HUD disappears, it can be from accidentally activating these, in which case you just press them again to bring it back:
Toggle HUD: Alt+x
Toggle Character Glow: Alt+g
Toggle HUD markers: Alt+c
Source
Changelog.gg summarizes and formats this update. How we read updates.
