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A Gentlemen's Dispute News

A SUBTLE GENTLEMAN

A Patch has arrived!


[h2]Balance Changes[/h2]

- Reduced scaling fire created by Hot Hands perk
- Reduced damage of fire effect after a certain number of ticks
- Removed fire spreading via tackle
- Increased blast radius of nuke
- Increased size of slap hitbox


[h2]Fixes[/h2]

- Removed collision on leaves on the Island level


[h2]Misc[/h2]

- Added round number to level intro text
- Added rounds to win to level intro text


Happy Disputing!

A GRACEFUL GENTLEMAN

Another update has arrived!


First we just want to say thank you and welcome the thousands of new players over the last week!

We've tweaked our netcode config to improve latency of certain actions. Some more important improvements to latency around item usage and dealing damage are in the works but won't come until after next fest.

We've also added an onscreen warning for when the client and server version don't match. This just lets people know to update their game or to expect instability if they keep playing without updating.

[h2]Improvements to chat:[/h2]

- Players can now chat in the lobby
- A small dialog for chat appears on round start
- Enable chat setting has been tweaked to ensure it doesn't default to off

A reminder that you can disable chat via the Enable Chat checkbox in game settings. Streamer mode also disabled the chat.

[h2]Balance Changes:[/h2]
- Tackling someone while on fire now ignites the other person for a brief period
- The slap hitbox has been reworked to be more responsive and consistent

[h2]Bugfixes:[/h2]

- Fixed bug where freeze grenade was using the wrong player position to check whether i thit, which caused weird behavior when players were leaping.
- Fixed various 1-frame animation transition issues
- Fixed issue where timed out players would not get any perk during perk selection, instead they should get a random remaining perk
- Fixed several issues with cannon audio and sychronization
- Made rocket launcher less likely to blow its own user up
- Loads of other small fixes

Unless some bugs or major balance issues crop up, this is probably our last update before next fest. We want to make sure the game is nice and stable through next week.

For all of the new gentlemen, we hope you stick around as we are just getting started!

Happy Disputing!

A POLISHED GENTLEMAN

Gentlemen, another update has arrived!


[h2]Major Changes[/h2]

- Added back champagne and the big bomb to the item pool

- Removed the dancing grenade from the item pool

- Added hit stun to the bat hit along with some improved VFX

- Cannonballs now respect the combo system which reduces repeated damage from the same source while a player is knocked down

[h2]Balance Changes[/h2]

- Reduced Proper Fitness perk's health bonus from 15 to 10

- Increased size of bat hit box

- Increased base tackle damage from 0 to 5

- Doubled impact of the racer perk on cannons


[h2]Misc[/h2]

- Fixed destructibles bouncing off skybox

- Improved VFX of leaping and leapfrog

- Improved VFX for destruction and general impact VFX

- Improved appearance of exploding destructibles

- Improved get up behavior of leap

- Reduced jitter and frame flicker in certain transition states

- Improved smoothness of moving vehicles and characters


A SMOOTH GENTLEMAN

Another update is here!


[h2]Major Changes[/h2]

- Restored classic ragdoll jump with improved physics and netcode

Like all things related to movement, this one may be controversial depending on how you liked to use the jumping mechanic. We feel the classic ragdoll jump (with improved physics and netcode so its not as janky as it was before) is closest to the heart of what AGD means to us and to players, and is just way more funny and fun to watch than a more traditional jump.

Of course, this also means that it will be much less precise of a movement tool as the old one was. However, as we move through updates this month, we'll be tweaking the force of the jump and adding perks and upgrades to allow the jump to stay the most fun it can be.

- Changes to lighting and art style

We've spend a lot of time this week iterating on the lighting and color balance in response to player feedback and our own. In general the game should be simpler to look at, less bright, and generally should look more appealing and easy to play and watch.

[h2]Minor Changes[/h2]

- Increased base movement speed
- Many small balance changes

On top of all this we've also got a ton of bug fixes and performance improvements.

Special thanks to our playtesters in our discord https://discord.gg/PTvpYGmtGK for helping us iron out this version before release!

RENAISSANCE DAY 1 PATCH

Balance Changes:

Some items had not properly received damage adjustments in line with the player HP reduction from 200 to 100. The following have been adjusted to bring them more in line with the rest of the items and hazards:

- Shark
- Mine
- Cannon + Cannonball
- Big Bomb
- C4

Other Balance Changes:
- Reduced cooldown of first leap (with leapfrog perk) after leaping from the ground
- Slightly reduced vertical hit box of mines


Fixes:
- Fixed inconsistent leaping out of cannon
- Fixed issues with outer collision bounds of the garden maps
- Fixed cannon keeping its velocity in some situations after a player stopped driving it
- Fixed fire not properly igniting oil
- Fixed match counter in lobby not working
- Fixed invite button being visible in local lobbies
- Fixed bug where leaping players could get stuck on flat surfaces