Full notes
Full Out of Sight update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Balance
- UI and audio
- Events
- Store
Out of Sight changes
Numerous bug fixes and improvements.
Special thanks to MagickalessBreton from Reddit for your constructive feedback.
Patch Notes:
Refactored enemy AI behaviour code
Fixed NREs in orders ability when no npc to control.
Fixed issue with FOV only seeing player if all of the collider is visible
Fixed enemy stationed FOV not looking in the correct direction every time after search/chase states
Added player breaking free from feared attack when obstructing the line of sight
Set camera hacked cooldown to 30s (from 15s)
Added being able to sneak under higher lasers
The shortened slide button held time significantly
added fill background to the enemy reactions '?'
Added light event for enemy/camera fovs to listen to
Added 2s delay when turning off lights and enemy reactions
Added only can throw device in sinew mouth when open
Removed input prompt for scene triggers. Can now just walk off screen
Added toggling between laser colors to boss
Added roll/slide dodge type to boss laser
Added variable hack times to hackables. Sped up sinew/boss antenna hack times
Added normalizer to voice-over channel so it can stand out over music more
Fixed exiting hide state from scene trigger
Added enemy attack animation for switching off light
Added skin changes in the character screen
Added alarmed enemy spawning at teleports as well
Added UI prompts to the popup window
Added keybindings to pause menu
Hid floating laser base in Room 13.
Fixed enemies being unpaused after closing the settings menu
Added input prompt standard to tutorial popups
Source
Changelog.gg summarizes and formats this update. How we read updates.
