Patch Notes - Upper Reactor Hazards, Specials, and Gameplay Fixes
New Features
- Upper Reactor Timeline Events - Added Falcon Sweep and Reactor Platform Drop events.
- Falcon Sweep - Added pipe-to-pipe warning lanes, bomber flyby visuals, damage, and knockback for players and enemies.
- Reactor Platform Drop - Platforms now flash a warning, drop temporarily, and return to their starting positions.
- Damage-Charged Specials - Specials now charge from damage dealt instead of enemy kills, with updated HUD and Hub messaging.
- Auto Weak Point - Laser Rifle auto-targeting now focuses only on active weak points.
- Surface-Aware Movement Audio - Added surface-specific footsteps plus jump, landing, and impact audio feedback.
- Gen Animation Pass - Added expanded movement, jump, fall, landing, crawling, and shooting animation coverage.
Gameplay Improvements
- Expanded ability damage targeting so supported attacks can interact with shootable buttons, cargo and bridge controls, and explosive barrels.
- Homing projectiles can reacquire valid targets and synchronize target changes across clients.
- Flying enemies now handle obstacles more reliably and are less likely to stall or freeze in geometry.
- Upper Reactor spawn checks now avoid disconnected areas, homing attacks avoid obstructed paths, and released storage platforms recover correctly.
- Orbital Fire Control damage was tuned down for multi-enemy encounters.
- Special activation and impact audio now use the authoritative roster settings for all clients.
Bug Fixes
- Chain Lightning no longer fires or applies firing slow when no valid target is available.
- Jetpack activation now correctly requires all available jumps to be used first.
- Enemies waking from dormant simulation remain hittable and properly resume movement.
- Fixed an early network initialization error when retractable bridge buttons register.
- Improved environmental hazard hit timing and knockback consistency during Falcon Sweep.