Full notes
Full Paranormal Home Invaders update
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What changed
- Gameplay
- Store
- UI and audio
- Balance
- Server
- Events
New:
The ghost now has a Stalking state. Previously an ability only Banshees and Phantoms could do, now all ghosts (except for Shades) can stalk the player. When Stalking, the ghost will follow you around the house. How crazy?
A new ghost character
New characters and outfits
A new contract setting will influence how aggressive the ghost is. This has been introduced to reduce the difficulty of low level contracts. With this new rule, the ghost can also be set to friendly. Don't know why you would want to do that, but the option is there
A very faint light now surrounds the player, making it slightly less difficult to see yourself in a dark room
New crazy wacky gems can be found in Invasion contracts. How quirk, right?
Changes:
Ghosts are now less aggressive in beginner and intermediete contracts, but more aggressive in insanity contracts
Ghosts are no longer restricted to the floor that their favourite room is on while in their Wandering state. They are instead restricted to the floor that they are currently on.
Sanity drain has been reworked so that if the ghost is not in the same room as the player, the sanity drain speed is halved.
Sanity drain has less multiplayer influence
Stolen good values changed
The Anti Cross' trigger radius is now larger
Rooms now have a higher starting temperature
The ghost now drops the room temperature differently, just in case you were wondering
Searching through furniture now displays a much more simple progress bar
You can now take photos of The Anti Cross and The Binding Necklace
Shades can no longer hunt if there is a player in the same room as it
Deogens slow down from further away
Obakes and Mimics have swapped evidence
Obakes now drop room temperatures slower and have a lower chance of producing EMF 5 interactions
Raijus have a higher chance of producing EMF 5 interactions
Large goods don't slow you down as much
Instead of being able to choose any equipment you want to prestige when you, you know, prestige. Instead, you can only prestige equipment that you have enough money for. The quirky catch or whatever is that it costs normal money instead of Pmoney
The tutorial environment looks a little nicer
Bug Fixes:
Headcam and Headlamp direction is now synced in multiplayer
Placing interactables is no longer bugged in multiplayer (you could place stuff on walls and other wacky things)
Saving a player by smiting the ghost no longer forces the ghost into a forever hunt
Spectators can now see inside of the truck
Spectator UI now appears underneith other UI
Audio now updates correctly in Spectator UI
Opening the menus while in Spectator mode will no longer allow you to move your dead corpse around and such
Chase sound now updates properly
Thermometer tier 2 and 3 now display the correct temperature
The motion sensor tier 2 can now complete the motion sensor objective (real)
Firelight buffs will apply correctly now if one of their candles are blown out
Vertical tier 3 salt piles now have the correct hit box
The chase sound will no longer restart if its conditions are briefly broken then restored
The "Throw at player" event is now synced across the network
The game REALLY doesn't bug out if you leave and try to join back a game
You are no longer softlocked from prestiging if you already have all prestige equipment unlocked
You can now choose to prestige the backpack during the prestige sequence. I just forgot about it lol
Notes:
Contract reward values are kind of broken (in a benificial way) due to the addition of a new contract rule
Source
Changelog.gg summarizes and formats this update. How we read updates.
