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Update notes via Steam Community
Report:2041/03/27
”Inertia management subsystems are being tuned for the exosuit in light of data taken from void-ops trials. Operators can now auto-zero out their velocity in relation to the combat environment. The initial prototype Multirifle is being phased out for the Mk.1 production model replacements. This rollout has disrupted the exosuit micro-compensations learned through the initial phases of equipment pairing, prompting new instabilities caused by the weight of the new unit. However, exosuits are also now capable of “bracing”, increasing the accuracy when the suit is not actively powering itself at high acceleration rates. In other news, Flare subsystems are being replaced with a user-aimable munition that can provide defensive capabilities at a greater distance. Further updates to the Multirifle software are still pending.”

HIGHLIGHTS
- New Multirifle design built with an eye towards future customization and messaging opportunities.
- CTF-Orbit expanded
- COMBAT FLARES! Flare clusters are now dispatched via rocket propelled projectile with remote detonation capabilities. Both the detonation and flares themselves deal damage. Indeed, you can now get flare kills. The flares will auto-detonate when missiles are detected nearby, but this may not always be optimal. This also means you can aim your flares to protect teammates from oncoming missile swarms. Expect more missile/flare balancing tweaks in the future as we observe gameplay in our weekly tests.
- STABILIZE: Stabilizing your velocity while flying/falling is now possible! You no longer need to tap your movement keys to steady yourself. This only has an effect on axes of movement you are not currently using, however it does slow down your max flight speed. You can use it by either holding Strafe Left + Strafe Right, holding Move Up + Move Down, or holding the Walk key (now Left Alt by default). This also applies to drifting velocity in low/zero gravity maps.
- Walk (move slowly / stabilize) and Crouch (move extra slowly / fly down) are now separate concepts, and are bound to Left Alt and Left Ctrl respectively. We also wanted to open up the Left Shift key for some potential future uses.
- Bullet spread is now state-dependent. Bullet spread is reduced by varying degrees when crouching, walking, and stabilizing.
- Physical recoil on all weapon modes (except laser) and affects player velocity. Recoil velocity is reduced by varying degrees when crouching, walking, and stabilizing.
- Pressing the "move down" control can now enable/disable jets in the same way "move up" does. Pressing it while falling will auto-enable jets, and tapping it while flying will disable jets. This is for parity with the jump-to-enable/disable control scheme, useful in low gravity maps like Orbit. You can turn off this behavior in the new Jetpack Settings menu.
- Flying down is affected by gravity, which means you can dive faster than you can ascend on maps with gravity.
- Fall damage is now affected by angle of impact. This increases your chances of survival when you hit the ground at an angle.
- High speed landings now retain momentum as players transition to their running speed. You can slow to a stop faster by entering the Crouch or Walk state after you land.
- When the jammer is enabled, the detectability meter now shows what your normal un-jammed detectability would be.
- Many user settings are now persistent, and should no longer get reset on future updates (or at least less frequently). Over time more settings will become persistent but for now the main ones are Keybindings & Mouse settings, Resolution & Screen Mode, Armor Customization settings, HUD settings, and Jetpack settings. They are synced to Steam's cloud.


OTHER CHANGES
- Added a HUD Settings menu and added some settings that allow you to toggle some of the HUD warnings.
- Added a Jetpack Settings menu where you can tweak the jetpack behavior.
- Link to store page added to Community menu for players to leave a user review for the game.
- Altitude meter now displays INF (infinity) on void maps where altitude is meaningless
- You can now control where you drift on void maps more freely without flying. You can also stabilize your movement in the same way you can with flying.
- Vertical flight controls are now relative to aim direction on void maps where there is a less clear sense of up and down
- Log files now rotate out by age and file limit which should help control disk space usage.
- Changed running on moon to feel a bit less janky when starting movement and moving uphill
- Various HUD performance tweaks
- Character now animates to anticipate landings by pointing their feet in the direction they're expected to land.
- Animation tweaks to smooth out speed transitions
- Adjustments to automatic landings to reduce cases where jets disable when running up slopes.
- Some minor gamepad binding updates

BUG FIXES

- Fixed an occasional crash during map changes.
- Fixed "Environment Detail" setting not changing
- Fixed a problem where connections would fail when trying to join one server from another.
- Fixed HUD spacing setting not affecting certain HUD elements
- Fixed an issue where the mouse cursor would sometimes leave the game window on certain monitors.
- Fixed a rare bug where players sometimes got booted from a single player game with a connection error from a previous server connection attempt.
- Fixed rare bug where escape key presses would trigger twice, making menus unusable.
- Diagnostics and potential fixes to help address occasional server desync issues
- Fixed bots self-destructing under certain circumstances on void maps
- Fixed bug where players could double jump in certain cases
- Fixed glamcam mode preventing you from shooting in the direction you aimed.
- Fixed some issues with specifying server names containing spaces or question marks via command line options
- Fixed some keybinding display issues
- Various fixes to foot placement
- Various tutorial fixes
- Various other fixes and tweaks
Windows English ExoCorps Content Depot 368041
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