Patch notes for version 0.1.1.1
[h2]Hypervenolate experimental map update[/h2]
The middle area felt too easy to shoot through, without good covers, so we've added some. They can also be useful for some jumps!
We've also felt that the bridge is a little too redundant, even if it was broken, you were not really affected. Now you are more constrained on the side route, so the long route could be more worth, depending on the situation.
[h2]General changes:[/h2]
[h2]Skill and weapon changes:[/h2]
- The moving laser is now properly synchronized
- Added 2 extra moving lasers per side
- TD point moved to the right
- Replaced the solid ground with some easily breakable platforms near the TD score
- Added 2 medkits to the spawn, and one near TD point
- Added some covers to the middle of the map
- Breakable doors on the long way can now be opened from the defender side by shooting a button
- The top of the glasses are no longer walkable
The middle area felt too easy to shoot through, without good covers, so we've added some. They can also be useful for some jumps!
We've also felt that the bridge is a little too redundant, even if it was broken, you were not really affected. Now you are more constrained on the side route, so the long route could be more worth, depending on the situation.
[h2]General changes:[/h2]
- Added new announcer voicelines! It's still work in progress, but please share your opinion about how it sounds, and how you like it!
- The Singvel hair has physics now
- Fixed a bug where joining in a room would not show emotes started before they joined
- Updated the /hit emote
- Added a wishlish widget to the main menu
- Added headphone, glasses and sunglasses accessory to shop
- Character now fades out if viewed from too close
[h2]Skill and weapon changes:[/h2]
- TNT
- Fixed the icon in loadout
- Added a flashing to the UI marker when the damage will be lethal
- Fixed the icon in loadout
- Bind
- Range is increased from 10m to 15m
- Now decreases the horizontal distance travelled with Rocket Fists jump attack by 50%
- Range is increased from 10m to 15m
- Tag
- Now gives additional 20% HP
- Now gives additional 20% HP
- Reload mastery
- Now also gives 30% cooldown reduction
- Now also gives 30% cooldown reduction
- New passive: Devour
- On a kill or assist, restores 20 HP. If it goes above the max HP, it gives shield instead, capping at 50.
- On a kill or assist, restores 20 HP. If it goes above the max HP, it gives shield instead, capping at 50.
- New passive: Mixed mastery
- Increases HP by 25%, and SP by 15%
- Increases HP by 25%, and SP by 15%
- (Experimental)Heal grenade
- Has 3 charges on spawn, and has 60 seconds recharge time. Picking up a health pack restores one charge.
- Has 3 charges on spawn, and has 60 seconds recharge time. Picking up a health pack restores one charge.
- (Experimental)Stasis field
- VFX is team colored now
- VFX is team colored now
- (Experimental)Shield (weapon)
- Changed the model. It's still a placeholder, but closer in design what the final model will be
- Added some placeholder sounds
- Changed the model. It's still a placeholder, but closer in design what the final model will be