Game Patch Notes

Midnight Ghost Hunt Update Patch Notes

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Midnight Ghost Hunt update is now rolling out on PC (Steam). According to the official Midnight Ghost Hunt patch notes, the latest update added quality of life improvements and gameplay optimizations.

Since the last patch, players are facing a number of problems with the game. Today’s Midnight Ghost Hunt patch will fix a few of these issues.

Check out more details below.

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Midnight Ghost Hunt Patch Notes

  • Radar gadget now detects other ghostly activity, such as Corrupted props, floating Poltergeist props, Death Grip traps, Trickster props, and Apparitions. This provides Ghosts with other counterplays to Radar-heavy Hunter teams besides moving/taunting to lower ectoplasm buildup
  • Ghosts with very low ectoplasm buildup will appear slightly less strong on Radar readings. Higher ectoplasm buildup is unchanged
    • We’ve been observing feedback and discussion around the effectiveness of Radar and how it can feel like there is not much counterplay besides lowering ectoplasm, which is very risky. This should open up some further counter play options while also fitting well into the “ghostly activity” detecting nature of the Radar archetype
  • Adjusted damage of large prop charge-up attack pre-Midnight
    • Before Midnight, Ghosts could previously do a one-shot technique that was difficult to react to. Fully charged large prop headshot (~95 damage) and a quick Ghost punch (19 damage). Pre-Midnight fully charged large prop headshot is now roughly 75 damage instead, removing the one shot combo. Medium/small props damage has only been slightly adjusted

NOTE: These previously mentioned balance changes are somewhat experimental in nature. The development team will be closely monitoring ongoing discussion to see how these changes end up working and adjust accordingly. Thank you!

  • Fixed major bug relating to charge-up/slingshot Ghost attack damage not applying if the Ghost was hit by a projectile in mid-air. Ghosts striking a projectile mid-air was incorrectly flagging the prop as having hit the ground instead
  • Sledgehammer first person animation has been overhauled to give more feedback to what has been struck. If a wall is struck, the hammer will bounce off. If a Ghost or prop has been struck, there is a more clear hit reaction in the animation. This should help make the weapon feel more visually clear and polished
  • Sledgehammer charge-up sound effect has been added
  • Various collision fixes and ongoing environment polish
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Renu Dhaka