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Steam News25 April 20262mo ago

Small update

The 'onboarding' update will still be a while off as it's a huge task. There is some overlap with other features though which will help for future content.

Full notes

Full Out of Action update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

3 fixes1 addition7 changes2 removals
  • Fixes
  • Server
  • Balance
  • Gameplay
fixedFix for charged Augmented legs not resetting on falling.
fixedFix for being able to quick melee immediately after starting a reload (allowed spamming with incremental reloads).
changedAnother big network optimisation pass on movement.
fixedPreset loadouts now have fixed 50,50,50 foundations (to even the playing field for unprogressed players).
changedAdjustments to server slots in regards to spectating and or waiting for a place (potential for issues). The 2 extra admin slots will now become free slots to spectate / wait with (will be unable to deploy or ready once the max players have readied). Only 2 players will be able to spectate, and spectating automatically toggles ready off. If an admin joins a game that is full (inluding the 2 extra slots), then it will force kick an un-readied player. Server browser (and Discord server listing) will now show 2 seperate player counts, one for the active players and another for the extra slots.
addedBison (a little more focus on movement and Core, plus 'fixing' some overlapping bonuses) Kinetic Resistance no longer has a 50% aux requirement downside (made it inactive too often). Kinetic Resistance gains Snare resistance, Snare immunity during Core (moved from Survival Instinct). Kinetic Resistance no longer reduces direct vitals damage received while using backup weapons, still applies to maneuvers (was over stacked now that backup weapons have built in damage reduction). Kinetic Resistance no longer increases explosive resistance by 25%. Kinetic Resistance gains knockback immunity during maneuvers. Survival Instinct gains 10% of direct damage dealt restored to aux power. Survival Instinct no longer gains an aerial maneuver charge while below 25% defense (too unpredictable and clunky). Survival Instinct gains 25% increased aux power and aerial maneuver regeneration while below 25% defense. Survival Instinct gains 25% increased Core regeneration and defense restored from all sources while below 50% vitals. Core Overdrive bonuses now apply to all sources of active Core. Core Overdrive can now be disabled.

Out of Action changes

fixedFix for charged Augmented legs not resetting on falling.
fixedFix for being able to quick melee immediately after starting a reload (allowed spamming with incremental reloads).
changedAnother big network optimisation pass on movement.
fixedPreset loadouts now have fixed 50,50,50 foundations (to even the playing field for unprogressed players).
changedAdjustments to server slots in regards to spectating and or waiting for a place (potential for issues). The 2 extra admin slots will now become free slots to spectate / wait with (will be unable to deploy or ready once the max players have readied). Only 2 players will be able to spectate, and spectating automatically toggles ready off. If an admin joins a game that is full (inluding the 2 extra slots), then it will force kick an un-readied player. Server browser (and Discord server listing) will now show 2 seperate player counts, one for the active players and another for the extra slots.

The 'onboarding' update will still be a while off as it's a huge task. There is some overlap with other features though which will help for future content. To avoid having one massive update, here are some other changes that have been done in the meantime. Bug fixes

  • Fix for charged Augmented legs not resetting on falling.

  • Fix for being able to quick melee immediately after starting a reload (allowed spamming with incremental reloads).

Changes and additions

  • Another big network optimisation pass on movement.

  • Preset loadouts now have fixed 50,50,50 foundations (to even the playing field for unprogressed players).

  • Adjustments to server slots in regards to spectating and or waiting for a place (potential for issues).

    • The 2 extra admin slots will now become free slots to spectate / wait with (will be unable to deploy or ready once the max players have readied).

    • Only 2 players will be able to spectate, and spectating automatically toggles ready off.

    • If an admin joins a game that is full (inluding the 2 extra slots), then it will force kick an un-readied player.

    • Server browser (and Discord server listing) will now show 2 seperate player counts, one for the active players and another for the extra slots.

  • Shell adjustments:

  • Bison (a little more focus on movement and Core, plus 'fixing' some overlapping bonuses)

    • Kinetic Resistance no longer has a 50% aux requirement downside (made it inactive too often).

    • Kinetic Resistance gains Snare resistance, Snare immunity during Core (moved from Survival Instinct).

    • Kinetic Resistance no longer reduces direct vitals damage received while using backup weapons, still applies to maneuvers (was over stacked now that backup weapons have built in damage reduction).

    • Kinetic Resistance no longer increases explosive resistance by 25%.

    • Kinetic Resistance gains knockback immunity during maneuvers.

    • Survival Instinct gains 10% of direct damage dealt restored to aux power.

    • Survival Instinct no longer gains an aerial maneuver charge while below 25% defense (too unpredictable and clunky).

    • Survival Instinct gains 25% increased aux power and aerial maneuver regeneration while below 25% defense.

    • Survival Instinct gains 25% increased Core regeneration and defense restored from all sources while below 50% vitals.

    • Core Overdrive bonuses now apply to all sources of active Core.

    • Core Overdrive can now be disabled.

  • Rhino (more focus on active 'bruiser' than just passive annoyance).

    • Resilient Momentum from 50 > 100% reduced movement speed penalties while defense not depleted.

    • Concussive Impulse Shockwave also triggers on Core activation (if not on cooldown).

    • Concussive Impulse can no longer knock down on shoulder barge (too easy, nearly guaranteed kill).

    • Concussive Impulse no longer reflects damage.

    • Concussive Impulse gains 1 second cooldown reduction on dealing melee or body impact damage.

    • Concussive Impulse gains 10% of direct damage received is stored and released as additional damage on next Shockwave, up to 50.

    • Reactive Cladding no longer has passive defense damage reduction.

    • Reactive Cladding gains 25% reduced direct defense damage received and 25% increased movement speed, for 10 seconds on dealing body impact damage (less passive).

  • Dragon (weighting defense gain to active skirmishing and less toward just moving and hovering).

    • Defense regen delay from 4 > 3.5 seconds.

    • Scorch Hazard gains recover an aerial maneuver charge on Backdraft.

    • Thermal Nano-Mesh no longer removes defense regeneration delay during hover or maneuvers.

    • Thermal Nano-Mesh 25 defense restored per enemy hit by Backdraft now also applies to Ground Slam, restarts defense regeneration and can gain up to 50 defense buffer (less passive).

    • Thermal Nano-Mesh 0-50% increased explosive resistance and defense regeneration now only applies during maneuvers from 0-10 m/s.

  • Ghost

    • Heightened Proficiency increased accuracy, dexterity and melee damage from 5 > 10 seconds on visible kill.

  • Hydra

    • Defense regen delay from 3 > 3.5 seconds.

  • The running up slopes and backtracking speed reductions are now affected by movement speed penalty modifiers.

  • Studied gains 50% reduced Core regeneration.

  • Shell Shock tick damage is now correctly affected by debuff damage modifiers (Body foundation).

Source

Steam News / 25 April 2026

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