Full notes
Full Out of Action update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Gameplay
- Server
- Performance
- UI and audio
- Maps
Out of Action changes
Bug fixes
Fix for Somersault not transitioning into Air Dive if input held.
Fix for glowing eyes being visible from other side of head.
Fix for melee dash interrupting climb speed on latch.
Fix for getting boosted jumps occasionally on angled surfaces.
Fix for enemy Deadzone warning icons not being correctly placed.
Fix for movement speed not updating correctly when dropping a single Akimbo sidearm.
Fix for double dive impacts not checking minimum range.
Fix for ammo regen not starting on weapons after Hardware 100 reload on pickup.
Fix for custom presets not clearing on main menu loadout screen after leaving custom server.
Fix for Core speed not correctly updating dynamically if changed during active Core.
Fix for weapon rechambering (Vigil bolt, Master-key pump) not applying the reload movement speed penalty.
Fix for Core visuals not clearing on rare occasions.
Fix for Melee specialisation always being enabled even when not selected.
Changes and additions
The 'Hangar' has been added:
Available through the main menu.
Will provide an area for learning gameplay mechanics, contains a firing range and will also have areas for time trials / challenges.
For now only the firing range is implemented, tutorials etc. will be added soon.
Offline mode has been named 'Simulation' and is now possible to use multiplayer (on a server):
The default rule set for both offline and online AI is now FFA (rather than all vs the player), which will give an experience closer to PVP and be much less harsh on new players while learning the basics.
When a server has less than 4 players it will now change to Simulation mode. Players are able to play FFA with the addition of AI bots and gain Matrix upgrade progression (reduced CR gain for bots). If more players join it will change to a standard mode.
This will be made an optional server setting.
For now it will apply to all official servers for testing, but may eventually only be for official progression servers (or custom servers).
AI is still currently very basic and unoptimised, this will be greatly improved during Early Access.
Large shader improvements and updates to be more consistent across different resolutions, plus adjustments to reduce some of Unreal Engines TAA related artefacts.
Some more HUD optimisations.
Ambient fill lighting. This is a global effect that will give some lighting to the darker parts of the maps. It's not fully tuned, and likely wont be for the testmaps, but it will help with visibility.
Shell changes
Dragon (tightening focus on it being a skirmisher type Shell with fluid movement, encouraging less constant hovering and more weaving in maneuvers).
Can no longer ADS while hovering (automatically toggles alternate aim on / off).
Hover activation now retains momentum and can utilise gravity for a short boost (greatly increases Dragon mobility and fluidity).
Hover no longer deactivates on aux power depletion, but the effect of low aux on hover speed is increased (less clunky).
Ground Slam no longer puts Drifter on cooldown, but drains 50 aux power and receives 25 vital damage on impact (less clunky, but still some thought required due to vulnerability).
Dying during Ground slam will also ignite surrounding area for 5 seconds.
Air Dash is now correctly affected by low aux.
Thermal Nano-Mesh gains 25% increased defense damage received while hovering.
Ghost (more movement based ambush potential over camping and bonuses for not moving, also less lackluster specialisations).
Camouflage is now 25% more visible at range and its cooldown increased from 2 > 3 seconds.
Gains 25% increased jump speed while camouflage is active.
Disruptive Measures gains AOE disable during sliding and rolling maneuvers, in addition to Cloak deactivation.
Tactical Camouflage gains Amplify while active for over 10 seconds and moving over 4 m/s.
Deep camouflage while stationary or crouched as been removed.
Safety Measure temporary defense from 25 > 50.
Hidden Asset gains improved camouflage while Amplify is active, reduces camouflage cooldown by 1 second, can use Nano-wire and throw devices without deactivating camouflage, creates a trail of Tempest clouds and gain Shroud on Core activation.
Shadow Operative replaced with 'Interference': Increases Opportunity duration by 1 second, firearm and backup weapon kills while Opportunity is active refresh its duration and apply 4 second Desync+ to visible enemies within 20 meters of target.
Rhino
Body and Tech specialisation have swapped places.
Power relay regeneration now also applies while Nano-wire is connected (more versatile). No longer Overcharges on Core, instead increases active Core speed by 5% per unobstructed enemy or ally within 15 meters.
Reverberate Overcharge on kill now applies to firearm and backup weapon kills within 4 meters (so not just purely melee).
Hydra
Overstimulated passive stack gain from 30 > 20 seconds, and restores 25 vitals.
Feedback Loop reworked: Reaching 5 Adrenal Feedback stacks fully charges Core while inactive, stacks no longer reset and gain 1 stack on Core activation, visible enemy kills during active Core consume a stack to increase its duration by up to 5 s, Core speed by 10% and restore 25 vitals and max vitals, stacks reset on Core deactivation.
Post-Kill Clarity enhanced vision replaced with Amplify.
Shell specialisations that have on kill bonuses, gain them on the activating kill.
Weapon changes
Double tap near damage from 65 > 60.
Custodian hip fire spread from 2.5 > 3, spread gain from 0.1 > 0.15, horizontal recoil from 8 > 10.
Inhibitor spread gain from 0.1 > 0.2, vertical recoil from 18 > 22.
Icarus horizontal recoil from 10 > 12.
Sentinel vertical recoil from 20 > 35, horizontal recoil from 6 > 10, spread gain from 0.25 > 0.35.
Nexus vertical recoil from 24 > 20, horizontal recoil from 8 > 12., spread gain from 0.15 > 0.2.
Helix vertical recoil from 12 > 15.
Deckard hip fire spread from 1.75 > 2, spread gain from 0.25 > 0.35.
Omen far damage from 30 > 36.
TTK quick melee can now also cut Nano-Wires.
Recoil is now snappier and less floaty.
Horizontal recoil formula for automatics has changed and is now less random and jumpy. Each weapon will approximitely follow the same path each time (different per weapon).
Vertical recoil for automatics now uses a first shot multiplier (to give additional option for tuning weapon recoil).
Alternate aim spread reduction from 75 > 65% (generally easier to use than ADS, it was too accurate for many weapons even without a laser sight).
Weapon impacts now have fixed damage values similar to Intel, rather than scaling with velocity to extreme amounts (25 for sidearms, 50 for primaries, 75 for heavy).
Stealth weapons no longer have damage falloff (TTK etc. High skill based weapons due to arc and travel time, gives additional uniqueness).
Suppressors no longer hide non exotic ammo tracers, vertical recoil reduction from 50 > 35%.
Foregrip now reduces move speed while aiming by 25% (was missing a downside), horizontal recoil reduction from 50 > 35%.
Heavy barrel spread gain reduction from 50 > 35%.
BRRRT trigger now converts to 10 round burst, no longer has a damage reduction but has 100% increased recoil.
Rechambering speeds are no longer affected by dexterity and are a mechanical speed limitation modified purely by weapon mods (easier to control, balance and allow room for additional mods as this directly affects the DPS of the gun)
Augment changes
Studied Core generation increase from 200 > 100% (was just overkill).
Slipstream min activation delay from 0.5 > 0.25 seconds.
Technician defense regeneration now only applies while Nano-wire is not connected.
Augmented Nano-wire snare from 4 > 2 seconds.
Resourceful reserve ammo reduction from 50 > 25%, no longer reduces weapon pickup speed but only reduces standard device cooldowns.
Surplus only reduces standard device cooldowns.
Close minded changes: No longer reduces firearm recoil or increases backup Core generation. Applies to alternate aim in addition to ADS (with ironsights equipped, more versatile). Reduces far damage instead of far range (the effect of far range reduction was pretty much non existent).
Low profile now increases slide speed by 50% in addition to crouch speed and gains undetectable by proximity devices and targeting systems during sliding maneuvers.
Enhanced foundation Hardware positive changed from reduced recoil to increased device throw velocity (both positives too focussed on just making firearms really easy to use).
Enhanced foundation Hardware negative changed from reduced bleed immunity duration to reserve ammo (previous negative was basically unnoticeable).
Enhanced foundation Body negative changed from reduced climb speed to increased body impact damage received (again the negative was non existent).
Other changes
Matrix changes are no longer locked after first deploy for offline modes (can be changed while not currently alive).
Foundations are now visible on loadout screens.
Adjustments to climb / wall run speed. Now has a minimum of 4 m/s and a slight baseline bonus. Should always be faster, with aux, than just running on ground now (it is considered a maneuver while moving).
Tempest no longer periodically applies 5 seconds of Overcharge, now continually applies Overcharge while in the clouds and lasts for 2 seconds on leaving.
Empty ammo warning now shows for Stealth weapons and is hidden when using melee attacks.
Amplify buff implemented (used by Ghost and Hydra), enhances vision and displays all moving enemies on radar (at any range, unless Shrouded).
Desync+ debuff implmented, in addition to the base Desync: causes targets to take shock damage and receive Disable+ if Core active/activated or on any relocation.
Desync Neuro-link now applies Desync+ to disabled targets.
Neuro-Link devices are now hands free (more versatile to use, will also tie into the head holding mechanic later).
Anchor no longer abides by gravity and stabilizes to a lower velocity shortly after throwing (allows easier grabbing and reuse while still in air, also more chance allies will be able to take advantage).
Added some additional visuals and audio to Anchor to make it stand out more.
Wire pulling improvements, more consistent and longer pulls are now possible.
Thrown/launched projectiles that bounce now lose some velocity, making it easier to land rebounds on target.
Source
Changelog.gg summarizes and formats this update. How we read updates.
