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Patch notes · published by the developer

Patch Notes Version 0.9.0.21

On Steam

Development continues with another gameplay, combat, UI, camera, and quality-of-life update. This patch includes improvements to Scout abilities, status-effect visibility, enemy systems, targeting, camera behavior, interaction feedback, and several stability fixes.

Updates

  • Improved enemy data structure and authoring to reduce legacy and duplicate configuration paths while preserving existing enemy behavior.
  • Added foreground camera depth-of-field so objects very close to the camera can blur while keeping the player and gameplay area readable.
  • Expanded the available camera zoom range and added local character and gear fading when the camera gets too close or enters obstructive viewing angles.
  • Improved target cycling so players can switch targets without the camera being forcibly redirected.
  • Added clearer target HUD highlighting to make the currently selected enemy easier to identify.
  • Added directional damage HUD feedback using a soft red edge glow to indicate the approximate direction of incoming damage.
  • Added a world interaction focus reticle that identifies the highest-priority interactable object.
  • Added slope-aware character alignment so cats visually follow inclines and declines more naturally while preserving stable movement and collision.
  • Scout Ability Improvements
  • Rapid Volley now fires using the player’s actual aim direction instead of automatically locking onto nearby enemies.
  • Rapid Volley can now be fired into empty space and can miss normally.
  • Removed hidden retargeting, reacquisition, and aim assistance from Rapid Volley while preserving its existing projectile count, timing, range upgrades, and damage behavior.
  • Reworked Hunter’s Mark so players must aim directly at the intended target.
  • Hunter’s Mark no longer automatically selects nearby enemies and can no longer mark targets through walls.
  • Hunter’s Mark now uses proper combat hitboxes for targeting and follows the same direct-aim rules in PvP.
  • Fixed Camouflage displaying the generic Stealth icon instead of its own ability presentation.
  • Trail Runner and Avatar of the Wild now display correctly as active named buffs using their own ability names and icons.
  • Fixed Avatar of the Wild incorrectly displaying Root Immunity as its active HUD status.
  • Fixed missing cooldown enforcement for Precise Aim Shot and Sniper Shot.
  • Status Effect Improvements
  • Expanded the status-effect system so meaningful active conditions and buffs can be represented more consistently on player and enemy HUDs.
  • Improved support for visible statuses including Slow, Stun, Poison, Bleed, Damage Reduction, Healing Resistance, and named ability states.
  • Fixed Hunter’s Mark being active internally but not appearing on enemy status displays.
  • Added visible Slow tracking, including support for multiple independent Slow sources.
  • Slow now displays source/stack count and correctly updates when stronger or weaker Slow effects expire.
  • Crippling Shot now correctly displays the shared Slow status on affected enemies instead of requiring its own separate status entry.
  • Added proper Stun status display support while preserving existing Stun gameplay behavior.
  • Added a generic Damage Reduction status used by abilities that apply the shared temporary damage-reduction effect.
  • Damage Reduction refreshes correctly without incorrectly stacking its magnitude.
  • Improved status-effect consistency between generic conditions and named ability states.

Bug Fixes

  • Fixed an issue where expired world loot could visually disappear while leaving behind stale or still-interactable pickup actors.
  • Improved world loot cleanup so expired pickups are fully removed instead of accumulating hidden actors.
  • Fixed several Scout ability targeting, cooldown, and HUD presentation issues.
  • Fixed status effects that could be mechanically active without appearing correctly on the HUD.
  • Improved status duration, expiration, and refresh behavior for several active effects.
  • Additional minor stability, UI, camera, targeting, and interaction fixes.

More improvements are already in development as we continue refining combat, abilities, enemies, UI, and world presentation throughout the Closed Alpha.

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