Full notes
Full Incursion: Reforged update
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What changed
- Performance
- UI and audio
- Fixes
- Gameplay
- Balance
- Server
Attention Republic soldiers, This is the second patch for the Reforged update.
This updates goal was to polish up the Reforged update so I can focus on moving on to content updates. The biggest mid-game multiplayer bugs have been eliminated, difficulties have received big balancing changes, crashing has been reduced, performance in multiple areas has been improved, and some quality of life changes have come out.
One of the big changes that has been a long time coming is the ability to use the options menu in-game.
Between now and the next big update there will likely be more patches as less serious or new bugs are discovered and fixed. But with this patch, I've begun working on the roadmap for the game. This will show a clear plan for new content/features as well as the path to full release. I hope to have the roadmap released within the next week or so. Moving forward, having consistent content updates will mean I won't be working so hard anymore and get to focus on the cool stuff! Hooray!
Balancing Changes
Changed: Currency earned now scales with difficulty (No more turrets wave 2 of Heart Bleed!) so you earn roughly the same amount of currency killing enemies on various difficulties
Changed: Auto Turret damage now scales with difficulty
- ChangedAuto Turret view distance reduced from 50m to 35m
- ChangedAuto Turret rotate speed increased from 2 to 4
General Changes
Added: Escape menu now lets you access the options menu in-game
Added: Helpful console logs so player reports can easily find wave defense progression (Important so debugging crashes can know if they happened near the start of a game or further in)
- Changed(Forgot to mention in the EA-3.1 patch notes, now updated) Cutscenes can now be skipped by the host
- ChangedEscape menu visuals updated
Changed: Walls now place slightly further from the player so their placement is valid when rotated vertically
Changed: Auto turret now locks-on better to enemies
Fixed: Skipping cutscene in multiplayer only skipped for the host
Fixed: Multiplayer disconnect involving the impact grenade (usually when thrown by the host)
Fixed: Impact grenade floating mid-air if thrown by non-host
- FixedUpdated Lighthouse navmesh to include the new pillars/railings from the EA-3.1 patch
Fixed: Auto turret not syncing rotation over the network
Fixed: Headshot achievements still being awarded if you lost a game
Fixed: Changing server settings in multiplayer performing a start check, causing the chat to get spammed with start check messages (i.e "Too high perk level") when changing server settings
Fixed: Auto turret creating errors if shots don't hit anything
Fixed: Spectate camera being active during cutscenes (This helped to both reduce log spam & improve performance during cutscenes)
Fixed: Alley fire particles causing log spam
Fixed: Lighthouse intro causing log spam
Fixed: St. Ignace (A) & (B) intro having an unnecessary directional light active (This will reduce log spam & improve their intro's performance)
Fixed: Loading screen causing log spam
Removed: "Defender Weapon FOV" from options (Not being used in Reforged since Whiteout Engine 2 is now using HDRP)
Your Commanding Officer, Blake Gillman
Source
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