Full notes
Full Out of Action update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Fixes
- Balance
- Gameplay
- Server
- UI and audio
Some things to play around with while game mode and map updates are underway. Bug fixes
Fix for Akimbo aim spread not using minimum cap.
Fix for Ghost Body spec cooldown preventing camouflage activating.
Fix for Ghost increased jump speed being applied twice.
Fix for clones causing loadout lock.
Fix for Headhunter triggering Unstable Core detonation while Core not fully charged.
Changes and additions
Head interaction mechanic added (subject to change):
For now all direct headshot kills will decapitate.
Anyone can pickup heads and throw them (CR bonus on damage, will also be a challenge tied to kills gained).
While holding a head gain 50% increased Core generation and regeneration.
Backdoor gains 30m enemy detections while holding an enemy head on Nano-wire (ala Intel).
Heavy ordnance turns heads into explosives when thrown.
Head hunter gains 25 vitals and defense restored on head pickup.
Tether AOE works on held heads.
More optimisations on player impacts.
Another pass at optimising and improving movement feel.
Additional maneuvers / maneuver chains added:
Slide roll - press and hold crouch input during a slide (increases speed, gains ground momentum and triggers any roll related augment. Cant knock down).
Dodge roll - press and hold crouch input during a dodge (increases speed, gains ground momentum and triggers any roll related augment. Cant knock down).
Dive into climb / wall run transition (including sideways latching for cool fast wall run starts).
Slide into dodge responsiveness and consistency improved.
Climbing minimum speed now gains climb speed bonuses.
Climbing speed is no longer capped by base ground speed, but costs 50% more aux (climbing / wall running will be much faster while aux is high).
Sliding / dive sliding down slopes can now reach up to Shells speed cap.
Predictive jump height system improvements. Will now work with jump speed bonuses, reducing chance of smacking head into ceilings or doorways.
Decoupled Shell speed cap from base speed to have more control:
Ghost = 12 m/s.
Bison / Hydra = 11 m/s.
Rhino / Dragon = 10 m/s.
Dragon. Has been in discussion many times over the past months, I feel this main issues originate from the fact that it plays very different mechanically to every other Shell. I want to try and reduce the gap between Dragon and the other Shells, with the goal right now being to lower the ratio of air to ground movement by making ground more viable and hover use more limited. As with anything during Early Access, this is subject to change:
Lowered the recent maneuver to hover delay increase (was a little too harsh, should be smooth again but not instant).
All maneuvers now get boosted, dodging no longer lifts off ground.
Base speed increased, now equal with Hydra (faster ground speed).
Now has 3 aerial maneuver charges by default, no longer gains aerial maneuver charge on hover activation or Backdraft (a good baseline now, but removing the never ending aerial maneuvers).
Hover is now just a boost, activated on holding jump and ending on release, costs an aerial maneuver charge to activate (less for flying, more for vertical lift and aerial control for short durations).
Crossfeed now has a 10 second cooldown to prevent 100% uptime.
Ground Slam has increased knockback and no self damage, no longer has AOE knockdown. Direct hits now count as body impacts, dealing impact damage and can knockdown.
Rhino:
Body impacts can now knockdown enemies if the enemy is not grounded.
Reactive Cladding bonus now also activates on receiving explosive damage.
Ghosts:
Lowered cloak visbility slightly.
Charging backup weapon attack / holding quick melee dash no longer deactivates camouflage.
Server side projectiles now have seperate player impact collision, which gives a small amount of magnetism when close to targets (allows easier hits on players with latency, without affecting environment impacts. Warrant etc.).
Optimisation on all projectiles and interactives.
Improvements to server projectile lag compensation, with catch up and latency adjusted hit detection.
Warrant:
All grenades now trigger on player collision.
All grenades tweaked.
Blackout (with improved server projectile impacts, want to see if can make this more viable as fire and forget and reward precision hits. There are plans for an alternate function later):
No longer uses guidance.
Increased velocity.
Lower AOE explosive damage.
Additional direct impact damage.
Proximity firing lock now only checks for players in front, can be used on enviroment at point blank (for reasons).
Trying out an alternative input combination for melee special attacks as it maybe universally easier for players to use.
Special attacks are now triggered by pressing LMB while RMB held.
Additional checks to prevent multiple devices able to be placed in world with very bad connections.
Heavy ordance heads / contact charge detonate on contact with Shells.
Tether is now an AOE effect from the attach point.
A little less anaemic strafe, air maneuver and Dragon audio.
Aux regen rate is now equal for all Shells.
Source
Changelog.gg summarizes and formats this update. How we read updates.
