Full notes
Full SPECTRE update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Gameplay
- Maps
- Fixes
- UI and audio
Trainyard
Performance enhancements
Reworked parts of the level to allow for more fluid traversal
Reworked Spectre spawn exits to be more integrated with map.
Modified height of several assets to allow Spectres to climb them
Added new closed area around Trainyard Alley (Measured and tested for Split Jump)
Reworked interior of Inventory area
Adjusted lighting
Added new vent entrance to Inventory building with EnviroMod
Corrected breach terminal of Control Room in Terminal building
Modified layout of catwalks on Inventory roof, allowing for easier descent
Replaced vent into Terminal (via roof) with an easier entry
redid entire asphalt meshes to take care of some collision issues
Adjusted material on non-shootable glass to include visible reinforcement
Always On Screen Objective UI - hackable objectives now appear on screen at all times, follow edges of the screen - position themselves to give players a better sense of direction for each objective - Reaper-version of the hackable objectives now flash and are easier to locate, find when being hacked - Reaper's alarm logs now display when an objective is being hacked and which objective is being hacked - objective UI should react to character HUD opacity adjustments in the main menu
Source
Changelog.gg summarizes and formats this update. How we read updates.
