Full notes
Full SPECTRE update
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What changed
- Gameplay
- Balance
- Performance
- Fixes
- UI and audio
SPECTRE changes
Gameplay & Mechanics
* Mines Rework: * Detection: Now uses a box trace instead of a sphere trace. * Damage: Detects hits on different body parts, with damage accumulating based on the number of parts hit. * Base Damage: 100 -> 25 (Requires hits on 4 of 8 body parts at close range for a kill). * Damage Radius: 4 meters -> 8 meters. * Minimum Damage: 10. * Damage Falloff: Linear falloff with distance (0 damage at 8 meters, minimum 10 damage).
* Reflex Learning: * Passively reloads the stowed weapon. * Reload Amount: 1 bullet per second.
* Lazer Dot (We spell laser with a z sometimes because it's cool) * Toggles on/off based on player state (QOL improvement). * Gun animation kick reduced by 75% when using the Lazer Dot (visual improvement; recoil multiplier remains 0.25). * Accuracy: Now completely accurate (may be reverted). * Visibility: No longer visible through walls to other players. * Ballpoint: Visible to other players. * Ballpoint Scaling: Size scales with distance.
* Mimic & Cloak: * Mimic: Grants immunity to cameras and detection lasers. * Cloak: Grants immunity to cameras (but not detection lasers).
* Vision Modes * Fixed a bug where dying with vision modes active would cause them to persist indefinitely.
* Hacking: * Fixed multiple bugs preventing re-hacking of hacked objectives. * Fixed a bug where the hacking objective percentage UI would get stuck. * Hacking now cancels upon movement, no longer requiring interaction.
* Spectre: * Added "WallRun" keybind (functions as before: hold and run into a wall). * Shoulder Swap: Can now swap shoulders while crouching. * Default Shoulder Swap Keys: Alt + Q and Alt + R (previously Q and E).
* Reaper: * Added Reaper spawn system. * If "UseGadget" button is different from "Fire" button, pressing "Fire" will exit gadget mode and fire the weapon.
Weapon Balancing
* Shotgun: * Pellet Damage: 10 -> 20. * Headshot Multiplier: 5 -> 6.
* AR: * Bullet Damage: 12 -> 20. * Minimum Possible Damage: 5 -> 7.5. * Minimum Possible Headshot Damage: 30 -> 35. * Damage Reduction per Meter: 0.2 -> 0.15. * Distance until headshot damage reduction activates (clarify this point in future notes).
* SMG: * Bullet Damage: 15 -> 20. * Headshot Damage: 20 -> 25. * Minimum Possible Damage: 3 -> 5. * Minimum Possible Headshot Damage: 7 -> 15. * Damage Reduction per Meter: 0.6 -> 0.8. * Headshot Damage Reduction Per Meter: 1.0 (Unchanged).
* Reaper Grenade: * Base Explosion Damage: 100 -> 150. * Minimum Explosion Damage: 10 (Unchanged). * Explosion Radius: 8 -> 16 meters. * Detonation Time: 5 -> 3.5 seconds. UI/UX & Quality of Life
* Loadouts: * Fixed a bug causing weapon mods to be continuously deleted while still showing as selected. * Fixed a crash when selecting too many gadgets. * Loadout Selection Logic: Now attempts to load in this order: Last Used -> Loadout 1 -> Loadout 2 -> Loadout 3 -> Default.
* Reticle: * Reticle color preview added to loadout. * Reticle settings are now saved. * Improved Reticle section UI in the Reaper loadout. * Reticle/Lazer color can now be updated and saved even without the weapon selected. * Other QOL improvements to reticle and color changes.
* Lazer Dot: Fixed a bug
Source
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