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First week update recap!

Hello everyone!

It's been just over a week since the initial early access release, and I'd love to take the time to go over the changes that have been made so far. I'd also like to thank everyone who has been giving quality feedback on the feedback board. Your feedback has been instrumental in making sure the right tasks are being worked on, and I appreciate your patience as I tackle the most pressing items while still keeping things exciting and on-target in accordance with the early access roadmap. Most of the changes so far address the most common feedback which is performance, gameplay, and quality of life (settings). Performance has been significantly increased and will be constantly improving down the line.

[h2]Performance Updates[/h2]
Average CPU frame time in compounds has been reduced by 25%! This breakthrough now allows huge compounds to be made with little performance hit, making the new CPU bottleneck the number of active enemies. Comparative GPU optimizations have also been made by means of GPU instancing, static batching, and distance-activated realtime lights.

[h2]Gameplay[/h2]
As stated in the roadmap devlog, intensifying the attacking/defending moments is critical to enabling exciting and memorable gameplay. This week, enemies now hold their ground on defense and spawn based on the objective's location. Most of the future updates will be dealing with further improving the enemies and their role as defenders.

[h2]Quality of life[/h2]
Quite a few QoL updates have been push out and many more are on the way! Thank you for your patience as I do my best to implement these requests in the best way possible.

Change List since 12/19


[h2]Features[/h2]
- Updated recoil on all weapons!
- Replaced fence with breachable border walls
- Added randomized truck spawn
- Increased the size of compounds
- Implemented enemy crouching and more defense-oriented behavior

[h2]Quality of life/Polish[/h2]
- Added help text in sandbox next to monitors
- Added music toggle and volume control
- Removed auto eject when placing magazines in a gun that already has a mag
- Added ghost sights to PPK
- Added world boundary that teleports player back to map if they fall off
- Updated snap turning to rotate around HDM instead of play area (fixed issue with snapping through walls)
- Updated player to automatically step over debris so jumping is no longer needed to enter a breach
- Updated pose on rifles to reduce front hand angle
- Updated enemy ragdoll to be less agressive on death
- Updated enemy spawn points to be closer to objective

[h2]Fixes[/h2]
- Fixed issue with spawning in with two right hands
- Fixed issue with menu not being usable on spectate
- Fixed issue with aks spawning in corner of compound
- Fixed issue with lag spike when joining mid game
- Fixed UI issue with room listings not being masked
- Fixed issue with magazine being detached from hand if reloading too quickly
- Fixed issue with failing to spawn in procedural after playing sandbox
- Fixed issue that made the objective countdown run faster the more players there were
- Fixed issue with magazines not being able to be grabbed after holstered
- Significantly improved performance of destruction + combat
- GPU performance optimizations

Want to get more engaged with the Crunch Element community? You are more than welcome over at the Crunch Element Discord Server. See you there!