{"version":"2.1.269","anchor":"hooks-can-now-override-a-turns-reasoning-effort-directly","canonical_anchor":"hooks-can-now-override-a-turns-reasoning-effort-directly","heading":"Hooks can now override a turn's reasoning effort directly","tier":"use","area":"Reasoning Effort","scope":null,"heads_up":null,"url":"https:\/\/changelogs.core-directive.com\/v\/2.1.269\/e\/hooks-can-now-override-a-turns-reasoning-effort-directly","release_url":"https:\/\/changelogs.core-directive.com\/v\/2.1.269","markdown":"### Hooks can now override a turn's reasoning effort directly\n\nHooks can now directly override how much reasoning effort a turn uses\n\n**What**\n\nHooks (custom scripts that run at points in Claude Code's workflow) can now directly set the reasoning effort used for a turn. When a hook supplies an effort value that's different from what was last sent, it now takes priority over the normal process of resolving effort from pinned launch settings, per-turn settings, or the model's default.\n\n**Why**\n\nThis gives hooks a direct way to control how much reasoning effort Claude applies to a given turn, without having to go through the usual settings layers.\n\n- Area: Reasoning Effort\n- Tier: Use it now\n- Useful: 3\/5\n- Signal: 3\/5"}