Full notes
Full Neon Rain update
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What changed
- Gameplay
- UI and audio
Neon Rain changes
Amusing I know but I was contacted privately about a pretty blatant issue that was easy to fix, and I felt it was important enough to briefly step out of my hiatus for.
The tripod enemies and sulfuric gas spreaders had unintended speed values, to the point where they could always outrun the player. This hotfix primarily addresses that issue. I’ve also reduced the gas radius slightly to make it more forgiving.
Second, there has been some genuine confusion regarding the lock-on system, so I’ve updated the tutorial to explain it more clearly.
What some players didn’t realize is that the system prioritizes locking onto what you’re looking at, not necessarily the closest enemy. It is also entirely optional so you don’t have to use lock-on all the time if you don’t want to.
You can also cycle through nearby enemies within your field of view using the mouse wheel (or the right joystick on a controller). This was already covered in the tutorial, but I’ve now made it a separate and clearer prompt.
In the one instance in the demo where lock-on is borderline necessary, it is the only target within your reach, so it should not cause any frustration there.
Alright, back to my break.
Source
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