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Infinite Tournament Paintball News

Small Patch

Changes


- Improved look acceleration for gamepads
- Fixed XP glitch in Multiplayer matches

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New Marker, Hyperball and more! | Beta 1.6.4

Beta 1.6.4 Update


Changes

- New marker (J4 Torque) added with 8 colorways
- New hyperball bunkers
- Added 2 hyperball fields (AI Ready)
- Added MVPS Winter Classic 2025 Layout (AI Ready)
- Added 1 new song
- Fixed incorrect outcome when timer runs out in Exhibition mode
- Fixed server passwords not showing lowercase letters
- Fixed issue where player would not possess a team mate after a false start in Exhibition
- Fixed Blue AI accuracy bug
- Disabled intro cinematic in online matches
- Pressing Jump while Prone or Crouched will now force the player into the Standing Position
- Altered AI aiming position logic to help with twitching and AI player model not correctly positioned where they are aimed. *Still working on this*


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New Animations, V3 AI, All New Field Environment! | Beta 1.6.3

Changes


- All new crouching animations for each direction L/R (Applies to AI too)
- New Environment (Work In Progress)
- XP multipliers in exhibition mode change based on difficulty. Beginner (X.5) Average (X.75) Pro (X 1.0)
- Work in progress prone animations added
- Snapping in the prone position has been temporarily disabled while I get the prone animations situated
- Crouch speed slightly reduced to match the new animations
- Prone speed slightly reduced
- Fixed blend issue with standing animations
- Added new cinematic that plays at the beginning of each match
- New Music system. Music now plays throughout matches and across menus, volume automatically lowers at the beginning of the first round
- You can no longer shoot after a point has ended
- Adjusted mouse/thumbstick sensitivity logic. It now scales up uniformly allowing for smoother input and higher accuracy

AI Behavior improvements


With these improvements the AI feel more lively and less scripted. The lines between each difficulty are more defined with Beginner AI playing a little more reserved and less accurate and the Pro AI being highly accurate and more aggressive in their playing.

- AI can now sprint and slide when necessary
- Crouch and sliding animations added
- Advancing logic has been reworked and improved
- Added new logic to allow AI to reposition on their bunker if their barrel is blocked when firing
- Aiming has been reworked, AI should no longer shoot just off to the side of players
- Aiming angle on the Y axis has been limited to allow for more accurate shots at close range


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V2 AI, Animations, 10 man! | Beta 1.6.2

Changes

- MVPS Event 3 10 Man Field Added
- You can now select 1V1 all the way up to 10V10 (Limited to supported fields)
- Renamed "Practice" mode to "Exhibition"
- Added new settings to Exhibition mode
- AI Difficulty
- Score Limit
- Time Limit
- Replaced multiple third person standing animations with new ones (WIP) This also applies to the AI
- Walking and running in all directions. Animations fade between one another and the speed/intensity varies based on the players velocity
- New snapping animations L/R
- New Idle animations L/R
- Slightly increased snapping distance to sync with the new animation
- Synced first person snapping animation with camera movement
- Paint Splatter no longer fades at distance
- Redesigned server menus (controller friendly)
- Fixed issue where server host could not change layouts in game
- Fixed Issue where first jump of each point wouldn't work
- Fixed issue where inverted look would not work on controller

AI Behavior Improvements
- Aggression levels
Under certain conditions AI may opt for a more aggressive move such as performing a run down or running for the buzzer
- Enemy path prediction
The AI will now aim towards the projected path of an opponent in motion for better accuracy against moving targets
- 3 Difficulty levels
Beginner, Average and Pro difficulty levels have been introduced. The difficulty currently affects things like accuracy, awareness, movement and aggression.
- Perception FOV has been increased
The V1 AI sometimes have difficulty seeing opponents just outside their FOV, this should help.
- Deciding which opponent to focus on
I have added some logic to help the AI decide which opponent to focus on when multiple are in view. The primary deciding factors are distance to the opponent and the opponents aggression towards that specific AI. This will help keep the AI from rapidly swapping back and forth between multiple enemies.


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4 More Layouts Added to Practice and Important Performance Bug Fix | Beta 1.6.1

Beta 1.6.1 Patch

Changes

- Fixed gameplay performance bug that would cause fps drops
- Added 4 more layouts to practice mode
- WCPPL Season Championship 2024
- WCPPL Cali Jam 2024
- USXBL Violence Open 2024
- MVPS Summer Rumble 2024
- It's now possible for AI to hit the buzzer


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