Not a very big patch, mainly worked on modding tools, expect an update for that soon, wanted to get this update out for reasons.
Additions
Drops no longer sparkle, but instead they'll pulse very lightly.
Minor optimization.
Added a super secret really strong weapon, it's so strong and secret that it only drops today. Actually since I'm nice, it'll also drop on the 2nd and 3rd.
Balance
Raised weapon damage 10%.
(EXPERIMENTAL) Greatly increased the deviation on random weapon stats.
Increased the speed in which enemies notice you.
Base enemy aim speed has been increased.
Bug Fixes
Fixed a bug where a mod having a mod image caused other mods to not be installed.
Fixed an issue where the first time you unlocked gold rush you'd get backup instead.
Fixed a crash related to the pool table.
When modded objects are removed, the outlines are as well now.
Added modded interactable objects to the new popup system.
Enemies can no longer update their ai multiple times before they die.
Fixed an issue where the screen size option was not saving.
Would like to do some quality of life updates next, fix up some stuff people have had problems with.
Enjoy! :chicken:
Cash_Out has been updated to 0.6.0.0!
Been a while since the last update, I did some AI stuff mainly. Enemies should now spot you much slower, and react much slower, but I've added an AI "adaption" system, enemies will learn, if you get spotted more, they'll spot you faster. I want to promote stealth with this system. It isn't totally complete though.
Also, one of the biggest points of feedback I was noticing was that people were simply not picking up items and clothing. I don't think people knew you could even, since there's no reason not to really. I added a little indicator (and also moved all popups to one system so they don't block your view).
Anyways here are the patch notes.
Additions
Enemies will now get panicked, causing them to fire blindly, and fire much less accurately and more sporadically.
Movement noise now only occurs when you would have stepped.
Enemies will now try and dodge out of the way of shots.
Enemies will now try to take cover when reloading.
Enemy fire spread is now based on how close their aiming recticle is to you and is no longer based on difficulty.
New unlock screen, unlocks are now significantly faster as well.
Changed the way that workshop items are unpacked, hopefully it won't crash anymore, subscribing to a mod while the game is running will now automatically add it.
Enemies will now learn and adapt to your playstyle.
Interactable objects that were used by pressing T instead of E are interacted with differently now.
The game will now pause and switch to m+kb if you lose connection to your controller.
Bug Fixes
Fixed footprints so they actually occur when you're moving, and when the foot would actually hit the floor.
Fixed issues relating to enemy reloading.
Fixed enemy hearing.
Bumping into an enemy will no longer cause them to automatically start attacking.
Mods no longer require a bitmap file for the mod image.
Enemies now follow footprints instead of just looking at them.
Enemies will now properly return to neutral after hearing a sound.
Enemies with items will no longer throw their item until they're going after you.
Items will no longer clip through walls when moving.
Fixed a crash caused by the "triple cross" weapon.
The game should no longer crash if you reconnect your gamepad.
Dropping guns in walls should no longer cause them to be deleted ACTUALLY.
Changing any option should no longer resize the screen unless required.
Fixed gamepad binding for picking stuff up.
Inspection now properly works on keypad.
Balance
EXPERIMENTAL: Weapon damage has been greatly reduced. This also reduces enemy damage too! Both enemies and the player will take longer to kill now. Enemy health has been lowered too to compensate.
Inreased the time it takes for enemies to spot you.
Changed the formula for enemy bullet spread.
Increased melee hitbox size.
The arcade mode prizebox gives better loot now.
Silver cashboxes can now give tier 2 items.
Fixed menu issues relating to resizing.
Other Changes
Clothing drops are now much more descriptive.
Greatly optimized memory usage.
Door hacking visuals have been fixed.
Landmines will no longer spawn.
Changed the tutorial up a bit, to fit the compact HUD type.
The visual setup is a bit stricter.
There are some bugs related to modding right now, so I'd like to do some work with modding next, along with updating the authoring tools.
Enjoy! :co_frag:
Cash_Out has been updated to 0.5.1.0!
Sorry, been a while since the last update. Have been pretty busy lately with stuff. Along with that I was working on something but decided to scrap it unfortunately.
Anyways I changed the current perks up a bit, I decided to normalize them (for example I don't want any perks solely dedicated to a weapon or it reduces your options) and I want all class perks to be related to the class.
Did some career mode stuff too.
Additions
Greatly increased the amount of slots in the career mode (except for the last slot in each mode).
You can now find unique weapons in the store.
Depositing money into the bank now has a 5% charge when doing so.
Bug Fixes
Fixed a crash caused by explosive projectiles.
The "Prothestic Hook" no longer increases damage the more health you're missing (was a leftover bonus from a very old build.)
Flame turrets no longer spawn as ice turrets.
Pausing no longer deletes your items/enemy items.
Killing an enemy with an item now drops one of their weapons.
Fixed the text for the perks overlapping in the detailed HUD.
Fixed a crash caused by dying/winning with aura of fury activated.
You can no longer take infinite clothes out of your bank.
Changed the way that seeds work, was resulting in seeds so high the game was breaking.
Fixed a movement speed issue when using a controller.
Fixed the loot select screen at the end of a raid.
Balance
Strength Class -> No longer healed while in adrenaline rush.
Greatly lowered the drop rate of golden guns.
Class Perks
Mechanic -> Having two turrets out no longer increases overheat amount.
Assassin -> Now heals 2 health for every stealth point you have before kill.
Surgeon -> Overheal amount is increased to 75% from 50%.
Boxer -> Damage you deal during an adrenaline rush heals you.
Spy -> Dealing damage also adds stealth points.
Doctor -> Dealing damage gets rid of overdose.
Scout -> When using an aim skill, damage is increased by 50%
Monk -> When using a stance, you'll also suffer no kickback on hit.
Saboteur -> Visibility is decreased by 20% per stealth point you have.
Priest -> Bonus increased from 25% to 35%.
Global Perks
Hasty -> Now increases movement speed if an enemy is going after you.
Trustworthy -> Now deals 100% minicrits if you have below 30% health.
Balanced -> When standing still you also throw knives 50% faster.
Quiet -> Kills now also stun squad members.
Blunt -> Now knocks out enemies with thrown bottles and rocks as well.
Other Changes
The cursor is now smaller on the detailed HUD.
Changed physics on dropped items.
Got rid of money "hitsplats".
Tightened the auto-setup again.
Some small visual changes, primarily the industrial level.
Like to do some AI and UI work next, for example I want to change the popups so you absolutely need to press E or tab to make them pop up, this has been an issue that has been "popping up" lately.
Thanks! :co_frag:
Cash_Out has been updated to 0.5.0.0!
A very large of content has been added this patch, all the (planned) unique items and skills are now in the game, marking a big milestone in the development of the game. I'm kind of expecting some glitches with this, as some of the skills are pretty unorthodox. We'll see though.
Additions
Added a trap, landmines. If you hack them, they'll explode when enemies walk over them.
New unique weapons
Spiked Club -> On hit, enemies are slowed down for 2 seconds.
Hockey Stick -> Attack can be charged up to deal more damage.
Legendary Weapons
Spiked Club -> Face Buster. Can hit multiple enemies at once.
Hockey Stick -> The Goon. For every enemy going after you, you charge quicker and take less damage.
Skills
Global -> Gold Rush. Unlocked when the global money stolen passes 1 million. Take a small percentage of your money to increase movement and firing speed, the more money taken, the shorter the cooldown.
Global -> Backup. Unlocked upon beating a grand heist. Spawn a backup group of raiders to help you for a couple seconds.
Global -> Self Sacrifice. Deal damage to yourself to reset cooldowns.
Stealth -> Smokescreen. Player visibility is greatly reduced, enemies notice you significantly slower.
Strength -> Earthquake. Cause a short earthquake that bounces enemies around, making it hard for them to aim.
Strength -> Aura of Fury. Enemies nearby are confused and will target other enemies for 2 seconds.
Mechanics -> Cyro Turret. Produces a cloud of cold air that freezes enemies on hit.
Mechanics -> Sniper Turret. Huge range, huge damage, but is very slow.
Health -> Influenza. Infect yourself with a virus which slowly leeches enemy health until they die, it can be passed onto other enemies as well.
Health -> Vaccination. For 7 seconds, you're immune to status effects, getting a status effect heals you.
Balance -> Stance of Power. When active, depending on the stance type, power is stored. When the stance is cancelled, you'll attack with a flash of energy.
Balance -> Stance of Confusion. Nearby enemies will attack other enemies instead of you, and will be applied confusion.
Precision -> Warp Shot. Shot teleports you to where it hits.
Precision -> Chaos Shot. On hit, Enemy will target other enemies for 7 seconds.
Added some physics to movement. This is pretty experimental and I'd like to wait for feedback to see what to do with it.
Other Changes
Traps need to be "hacked" now, but they are hacked very quickly.
Traps can now spawn on walls.
Tightened up swing weapon collision.
Minor optimization.
Bug Fixes
Added a description for the candy cane weapon.
Changed the way projectile attacks work with precision skills.
Rocket Launchers and Flamethrowers are now effected by stats and status effects.
The old quickplay menu button was still there, accidentally clicking it would break quickplay until you reset.
Fixed tutorials actually.
Changing an option will no longer set the window size to 800.
So what's next? I'd like to do some work with career mode and the unlockable perks. I don't know if people are missing that these even exist, but I find myself skipping and missing them though, so I need to do some work.
Enjoy! :co_frag:
Cash_Out has been updated to 0.4.2.0!
Balance patch! Didn't get around to adding any new skills, but instead did an overhaul on a lot of them. For example, the visuals on the balance skills are now much more consistent. I also got around to fixing some of the unique weapons (up to 30 now!)
Additions
Shield Weapon. Blocks 70% of damage if you're facing the damage source. Pushes enemies back and stuns them too.
Legendary Shield -> Marauder. Charge at enemies a very short distance before attacking, attacking is much slower.
New Unlock -> Candy Cane weapon. If you play in december, you'll unlock the "candy cane" weapon, which can be dropped. If you're playing during december, it'll be more common.
Balance
Weapon damage has been "normalized", for example, projectile damage now fuctions the same as physical and bullet damage.
Boxing gloves no longer push enemies back.
Increased the time you have to escape before you lose money, and is no longer based on FPS.
"Sniper" enemies now aim slower than normal enemies, but have less spread.
While escaping, half the enemies that can spawn will spawn. (Experimental)
Global Skills
Shadow Form -> Increased visibility reduction to 80%.
Iron Skin -> Damage reduction reduced to 60%.
Braced -> Reduced the amount of speed you lose during the chargeup from 85% to 40%. Changed visuals slightly.
Project Voice -> Now stuns if attack is direct, fixed projectile not exploding near the cursor.
Reinforcements -> Reduced the amount of items you get by 1.
Strength Skills
Quake -> New visuals, increased range. Is now called "Trembling Stomp".
Fire Burst -> New visuals.
Toxic Rage -> Projectile goes faster now.
Violent Force -> New visuals. Changed projectile properties.
Condensed Rage -> Projectile has a smaller cone of spread. Increased damage dealt.
Aggressive Dischage -> New visuals.
Stealth Skills
Booby Trap/Spybot -> When enemy that the item is attatched to dies, it will drop on the ground.
Shadow Agent -> Can no longer attack while active, but lasts longer.
Voodoo -> Changed visuals slightly.
Shadow Swap -> Stuns enemies for a short period of time as well, and works on enemies with an item, also is fixed.
Shadow Shuriken -> No longer gives you items, but equips an item.
Flash Powder -> New visuals.
Health Skills
Life Support -> New function. While active, the player doesn't bleed, instead heals bleeding damage slowly.
Pandemic -> The player can now carry each effect (doesn't effect you though), fades away after 12 seconds though. Greatly reduced spread range.
Organ Transplant -> Instead of healing more if enemy health is lower, it heals less. Enemies under effect of the skill will move significantly slower. Reduced the amount it heals. Increased how long it lasts.
Outbreak -> Virus can now move around and attach to enemies.
Mechanics Skills
Ramming Turret -> No longer grabs enemies. Greatly increased damage.
Crippling Shot -> Increased slowdown to 7 seconds.
Balance Skills
All stances have had their visuals redone slightly.
Stance of Wind -> Retooled the whole system. Defensive now totally gets rid of stagger and increases speed, offensive reduces enemy aim speed and batters them around.
Stance of Thunder -> Reduced max damage.
Stance of Earth -> Increased rock generation speed.
Stance of Ice -> Defensive now turns your blood into ice. Changed mechanics of offensive stance, no longer damages.
Unique Weapons
(Note, due to the way objects are generated, objects found before the patch may use the old patch stats, sorry!)
Wooden Stake -> Now only minicrits on non-stealth hit, increased damage done.
Air Rifle -> You can no longer spam fire shots. Increased damage done.
Legendary Weapons
Saw Spinner -> Greatly increased range in which enemies are hit.
Overkill -> Increased speed.
Tesla Gun -> Changed general mechanics to make it smoother.
Leaf Cutter -> Fixed issue caused when by hitting an enemy.
Dissolver -> Increased stealth damage done, increased damage done, changed projectile properties to match railgun more. Is much quieter now, no kickback.
Slice and Dice -> While under claw rage, your attacks now heal you.
Buzzsaw -> Changed the way the zap works.
Bug Fixes
You now actually need to unlock classes to play them. (Was left in as debugging, oops)
Fixed a crash caused by pressing K?
"Rapier"s were using the legendary attributes when they weren't legendary.
Thrown knives/planks damage radius is no longer based on FPS.
Readded the clothing/weapon boxes to the detailed HUD. (oops)
Fixed the visual setup not saving screen size.
Fixed tutorials (also you now get skills, stats, weird how this was working before)
Fixed a visual issue relating to the sparkler.
Pretty large balance list. I hope to actually add the new skills next patch, I also want to do stuff with randomized traps, but we'll see.
Enjoy! :co_frag:
Cash_Out has been updated to 0.4.1.0!
Pretty big update, mainly focused on bug testing though. Sorry, career mode was broken and the tutorial didn't work right, I've fixed that though (hopefully).
I also fixed a major graphical issue with "compact" mode, it was scaling incorrectly.
Additions
Added a sound when trying to fire a gun without any ammo.
Changed up the career mode menu slightly, to make it more clear.
New Unique Weapons
Blowtorch. Fires flames, the closer the cursor, the slower the flame.
Claws. Very fast, after a chain of hits, the attack will deal 3x damage.
Legendary Unique Weapons
Blowtorch -> Freezer Burn. Also freezes enemy but has reduced speed.
Claws -> Slice and Dice. Combo doesn't increase damage, for the next second all attacks are 35% faster, you take 65% less damage and move 20% faster.
<*>Ammo and health will sparkle the more you need it now.
Bug Fixes
Fixed a crash caused by using flash powder.
"Flame turret" fire now works with FPS changes, and can no longer travel through walls, and is slightly faster.
Fixed a visual issue causing blurring while on the "compact" HUD.
Gamma now works at "medium" shader detail.
Pause/Alt Use defaults are now set properly, instead of being bound to item 4.
Dress pants are now much weaker than intended. (Was increasing crouch speed based off an older value, so having dress pants at all increased crouch speed by 50% at a base)
You can no longer drop weapons when a puzzle box is open.
Walking away from puzzleboxes no longer locks you out of attacking.
Clicking on the loading screen will no longer fire your gun.
Career mode levels are no longer locked only to the industrial level.
Picking up a unique weapon while attacking is no longer broken.
Fixed the visual setup.
Entering the initial tutorial will no longer lock you out on career mode.
Balance
Increased damage dealt by the boxing gloves by 30%. (Was doing less than intended accidentally.)
Unique weapons are nearly done, I don't really plan on adding any more knives or guns, but we'll see. I didn't get to the twitch integration yet, it's on the backburner now. I'd like to get the rest of the skills done next patch.
Enjoy! :co_frag:
Cash_Out has been updated to 0.4.0.0!
Relatively large update here. All the unique legendary weapons are functional, but I'd like to add a little bit more unique weapons. You'll need to unlock classes again, I apologize for that, this is the last time that'll happen as I've changed the way the ini files are loaded and they won't be replaced with each major patch anymore.
Additions
Two new weapon techs:
Guns -> Ricochet Rounds. All shots will ricochet off walls once.
Knives -> Sharp Blade. On melee hit, swing speed is increased for a short period of time.
When picking up an item or clothing, your clothing will be compared.
Added descriptions to environmental objects.
Unique swing weapons:
Baseball Bat -> Hitting enemy thrown items will knock them back and deal damage on contact.
Greatsword -> Doesn't stun, but is very strong.
Legendary Weapons
Dartgun -> Spitball. Projectile explodes on contact, dealing AOE effects.
Used Needle -> Tainted Drugs. Confusion deals 2x more damage and stuns.
Icicle -> Brainfreeze. Enemy blood is also frozen, enemies who walk on it will be frozen.
Baseball Bat -> Lil Slugger. Enemy items thrown turn into baseballs on hit.
Greatsword -> The Cleaver. Crits enemies using melee weapons.
You can now skip the auto-setup if you want to.
Added a new "options" section to split up visual and gameplay.
Balance
Experimental: Enemies now drop normal healthkits, all healthkits that spawn normally will be small healthkits. All ammokits that spawn will be small ammokits.
Randomly generated weapons now can have higher stats, the "build" level now also makes stats less negative.
Every unique knife was using predetermined gun stats instead of knife stats, so they were all weaker, but faster than normal knives, as a result, all unique knives have been altered, and some may be weaker or stronger than before.
Used Needle -> Now confuses instead of spawning an "infection", is faster.
Electric Prod -> Damage slightly increased.
Flame Retreat (Bonfire Bonus) -> No Longer launches you backwards.
Crouch speed has been reduced.
Bonfire bonuses are now considerably cheaper.
Swing Weapons:
Swing weapons can now spawn with noise bonuses that reduce the amount of noise the weapon makes on hit.
Stealth stun hits now triple the amount that stuns last for.
Base swing weapon damage has been increased.
Base swing weapon noise has been increased, and is no longer based on damage done.
Other Changes:
The auto-setup tolerance has been shifted slightly.
Changed the collisions for blunt weapons up slightly.
Settings and bank files are now saved locally, when a major patch comes out, you'll no longer need to start over again!
Bug Fixes
The noise bonus now actually reduces the noise made by guns.
A couple settings weren't saving properly.
Unique weapons will now NEVER spawn with tech.
"Medic" unique enemies can no longer spawn with items.
Thrown swing weapon mechanics now act the same as normal swing
weapons.
Fixed thrown legendary knives.
Fixed some lighting related issues.
Fixed screen scaling when starting career mode.
Fixed some issues with the visual setup.
Fixed a potential issue with transfering weapons to the bank in career mode.
Now that the major UI overhaul is mostly done (some smaller stuff I'd still like to do), what's next? I've developed a system that can read twitch chat, so I'd like to integrate it in some way or another.
Enjoy!
:co_frag:
Cash_Out has been updated to 0.3.3.0!
Fairly large update, fix wise. Not much content was added (Most of the additions come from last patch). As I changed the first time setup fairly drastically, the saves have been wiped. Carreer mode still works, but settings will have to be changed and classes will have to be unlocked. I apologize for this, I'm going to be changing the way that this works, so expect this to happen once more.
Additions
Legendary Weapons
Rapier -> The Tipper. Deals much more damage if hit at the tip, but much less otherwise.
Ballistic Knife -> Pocket Rocket. When launching, the knife explodes.
Boomerang -> Leaf Cutter. Spins for a couple of seconds before returning.
Added an advanced tutorial, and added each tutorial to the "tutorials" section. I plan on making a couple of tutorials for items and skills and stuff, but that won't be for a while.
The "first time setup" has been totally redone and expanded.
Bug Fixes
Enemies should no longer be able to get stuck in doors when the close.
Rooms with 1 door should no longer break enemy logic when the one door is hacked.
Actually fixed the issue relating to minimizing the window.
Enemies can no longer carry items in the tutorial.
You can no longer take enemies hostage in the tutorial.
Reduced the range that you can start hacking door panels (was 96 pixels, but if you were 64 or more pixels away it would stop hacking.)
Fixed crash related to the addons menu.
Fixed some room transition issues relating to the tutorial
The cursor will now properly be red when using focus.
Fixed a couple issues relating to the auto-setup when used in the options menu.
You can now rebind secondary keys.
Fixed a crash related to the store in career mode.
Fixed some small general UI stuff.
Balance
"Blood" was going down significantly faster than it should at lower dexterity levels.
Changed the scaling for the visibility in the dark.
You can now have a maximum of 1 EXTRA enemy per room, if you hack doors to escape rooms, when you escape (picking up the cash at the end of the raid), there won't be so many enemies that escaping is impossible.
Enemies are now immune much longer when you return to a room.
Hiding in the dark now also obscures security cameras.
Increased security camera visual range.
Character movement has been increased, reduced the amount of speed each agility level gives you.
Increased the speed in which hostaged enemies are knocked out.
That's about it. I'd like to do a little bit more with UI, and I'd like to get the rest of the unique legendary weapons done next patch, then 0.4.0.0 will be released.
Enjoy! :co_frag:
Cash_Out has been updated to 0.3.2.0!
This update was going to be much larger, but unfortunately I found a glitch related to enemy spawning. On escape, enemies would never spawn, meaning you couldn't finish raids. Along with that, I found a major crash, so the update was rather rushed out.
EXPECT GLITCHES. I've tried to ensure that everything will run properly, but that doesn't mean there may not be issues, due to a massive change.
As enough was added to even warrant a post, I'll also post patch changes. A lot of the balance and changes aren't perfect yet, but that's better than not being able to play, right?
Additions
New "loading" screen. RIP secucam, its SEEcurity now.
If there is something blocking the sight from your cursor to you, or it is out of visible range, your cursor will be darker.
Balance
Enemy damage has been reduced by 25%.
Enemy aim speed has been increased.
Enemies will now move around much more.
Enemy health has been increased slightly.
"Blood" now goes down much slower.
Base player movement speed increased.
Enemy spread is now increased based on how far they are to you and is no longer based on difficulty level.
Other Changes
EXPERIMENTAL!! You're now able to "HACK" rooms to get out if you're locked in. It takes quite a bit of time, and if you're spooted you won't be able to. I may remove this if it proves to be troublesome.
Pulse generators will reduce the time it takes to hack a door by 75%.
Bug Fixes
Fixed enemies not spawning when you were escaping.
Fixed a crash when minimizing the game.
Fixed a crash when buying a campfire bonus.
You can no longer use a keycard to buy a campfire bonus.
Once again I apologize for the update being released like this, I'll try and get the rest of it out fairly quickly.
Thanks!
Cash_Out has been updated to 0.3.1.0!
Been a while since the last patch. Been a bit busy mainly. This patch is fairly large, but the main focus is controller support, which took a very large amount of time. I had to overhaul most menus in the game so controllers would work.
Additions
Basic enemies (no unique enemies) can now carry items. Just grenades. (Shock functions slightly different, it will factor in the number of players in the game when multiplayer is out).
New enemy: Bomber. Only unique enemy that can carry items, but regenerates them.
New enemy: Assassin. Can teleport to you if it is using a gun. Can't switch weapons though.
Legendary Weapons: Electric Prod. Torcher. Deals fire damage and deals slightly more damage.
Added object heiarchy to the modding system, you can now create child objects that can directly interact with parent blocks and visa-versa.
CONTROLLER SUPPORT IS HERE! Switch to controller movement in the options menu under "controls".
Added a small feedback button on the main menu. If you have feedback enabled it'll send me some info after raids that I can use to balance the game. No personal info is sent, not even steam names.
Changed the way object unpacking works to prevent a crash.
Balance
Enemies will move after you when they lose sight of you much quicker.
Enemy melee damage has been really nerfed. Melee enemies were very broken and I increased melee damage to compensate, but they work much better now.
Weapon switching mechanics changed up slightly. Enemies will switch to ranged weapons more often now.
Enemy FOV increased.
Tweaked ammokit and healthkit spawning again.
Increased how much "alertness" scales for enemy hearing.
"Punch" (equipping no weapon) damage has been increased.
Tweaked enemy spawning again, more enemies will spawn, in difficulty 1 or 2, only 2 enemies will spawn.
Experimental again, changed the career mode format to 3 rooms, 2 floors and heist to 2 floors 6 size.
Bug Fixes
Fixed multiple AI hiccups and glitches.
Fixed up flashbangs, they should actually work now.
Fixed a framerate issue with the incendiary grenade.
Fixed enemy weapon switching. Weapon switching is also now effected properly by FPS
Fixed some issues relating to fullscreen and using the "Compact" HUD.
Added a check to ensure the window size isn't 0x0.
Fixed the "time taken" count at the end of the round.
Fixed a couple issues relating to crossbows.
Heavy weapons enemies can now spawn while escaping.
Fixed multiple issues with puzzleboxes.
Fixed loot found after winning a raid.
The tutorial will now properly play for your first raid career mode raid.
Other Changes
Enemies on the minimap now show their rotation.
"Focus" is now a togggle button.
"Focus" now adjusts faster, but has a smaller range.
You can now only "Focus" when using a controller.
That's about it. I still want to do more work with the UI, that and more tutorial work is planned for next patch.