In this update15
Full notes
Full Project Exodus update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Balance
- Maps
- Fixes
- Performance
Project Exodus changes
New Content
TRANSLATIONS TO OTHER LANGUAGES
Spanish (Castellano).
French.
Italian.
Simplified Chinese.
German.
Portuguese (Brazil).
Japanese.
Korean.
Russian.
Visual Effects:
Added new visual effects.
Enemies:
Turtle:
Added roar sounds (which also trigger a fear effect on the player).
Roaring now attracts nearby enemies.
Now roars when trapped as well.
Sonic Monster:
Added new animations.
Audio:
Added new sound effects to almost all enemies, items, and environments.
Added unique footstep sounds for each surface type (grass, concrete, metal…).
Player:
Fear: Every player now has a fear meter that increases or decreases depending on their location in the level. High fear levels will cause hallucinations, screen distortion, and make certain enemies more aggressive towards you.
Artifacts:
Soccer Ball (New).
UI:
Added new main menu buttons to report bugs or submit feedback.
Changes
Water:
Non-aquatic enemies can no longer spawn in water.
Fall damage has been disabled when landing in water.
Warehouse:
Minor changes to the garage area in preparation for the upcoming map rework.
UI:
Your screen will now appear progressively more cracked/broken the lower your health is.
Enemies:
- Sonic Monster ReworkIt no longer roams the map randomly. It will now seek out dark areas and cling upside down to the ceiling to sleep. If a player passes underneath or makes noise nearby, it will drop down to investigate for a few seconds, entering an alert state and switching to standard behavior. Afterward, it will look for a new spot on the ceiling to go back to sleep.
Balancing
Maps:
Warehouse:
Normal weather conditions are now much more frequent.
Reduced the cost for every 5 extra minutes: 150 -> 50.
Increased enemy spawn rate (One enemy every 17s-20s -> One enemy every 15s-20s).
Mansion:
Increased the spawn timer for the first enemy (40s -> 60s).
Increased the delay between enemy spawns (20s-30s -> 35s-40s).
Increased the respawn delay after an enemy is killed (25s-30s -> 45s-60s).
Reduced Power Level: 20 -> 18.
Reduced Nimbus spawn chance.
Normal weather is now more common, while sunny weather is rarer.
Increased artifact spawn rates (15-25 -> 17-30).
Reduced the cost for every 5 extra minutes: 150 -> 75.
Laboratory:
Reduced the cost for every 5 extra minutes: 750 -> 150.
Enemies:
Nimbus:
Increased the damage area of effect (AoE).
Increased damage (1.25 normal / 2 enraged -> 4 normal / 8 enraged).
Now detects nets more easily, but will not execute its final attack until it has spotted a few.
Now requires 5 full seconds of direct line of sight to detect the player (2.5s if the player is running, 10s if crouching).
Statue:
When dropping aggro and entering cooldown, it will no longer resume chasing you until you look at it again.
Increased the stationary duration after it has chased you for a while (10s-20s -> 20s-30s).
Reduced the required chase duration in single-player to trigger its cooldown (20s -> 15s).
Increased door-opening time (10s -> 15s).
Any stun effect will now immobilize this enemy 4 times longer.
Items:
Explosive Grenade:
Reduced damage (150 -> 100).
Gameplay:
Reduced the initial quota and its scaling over time to give players more breathing room during the early game.
Bug Fixes
Fixed an issue where certain items (flashlights, grenades…) could not be activated.
Fixed several map collision issues.
Fixed a bug where trapping an enemy from a long distance would teleport you to them, occasionally causing instant death.
If you clip through the elevator, you will now safely teleport back inside instead of dying.
Game crashes now generate automatic reports sent directly to me (no manual submission required).
Fixed a bug where Nimbus lacked line of sight.
Fixed multiple misplaced textures.
Source
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