Full notes
Full hora update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Fixes
Thanks to everyone giving feedback!
Added
Override Mechanic, replaces the “purple flash”, you can hold E to channel energy into an override attempt, the higher the override level the better the chances against electric devices you can override. Uses interaction range. The objects interacting with this system will grow as we continue updating stuff. So try things out!
Settings to invert mouse X and Y axis
You can now trip if you jump or fall from a place too high
Roadmap page
Changed
Complete overhaul of perception/detection system
Overtime is now determined by overall detection of your whole group
Personal detection is now split into audio, visual and electro magnetic detection and will interact with enemies in different ways
UI overlay update
UI update
Hardmode update 2x worth of hora and skill points, but every enemy has its unique behavior change in hardmode
Lights update
Ball has new SFX and physics behavior
E key short tap interacts as usual, E key hold start channeling energy into override now
the overlay now is on the R key (so now you can sprint and open it without triggering Steam overlay too)
her p2 will now add to detection if someone moves, instead of wrecking the target
The amount of shadows are now capped at the player count within the session
Wrecking SFX handling got changed
Main menu update
Bugfixes
Loot crates are now placed on the ground again
Fixed some visual bugs with the turret and the generator
Source
Changelog.gg summarizes and formats this update. How we read updates.
