Progress Report, October 2025: An Overdue Overview
We're not done yet, however.[/p][p][/p][h2]WHAT'S LEFT?[/h2][hr][/hr][h3]User Interface[/h3][p]Volunteer projects like this are very prone to what we call "bottlenecking", where a sizable portion of work is required but only a few people have the skills needed to complete that work (applications are always open, by the way). In our case, this is the user interface. We are working towards a much needed revamp of our main menu and server browser interfaces. While they aren't yet presentable, our goal is to improve the flow of starting a server and finding community servers.[/p][p][/p][h3]The "Bug Whack-a-Mole"[/h3][p]The fun thing about doing a massive bug sweep on the game is that it makes smaller bugs more noticeable. "Bug Whack-a-Mole" is what I have affectionately called the process of knocking out a series of small or annoying bugs, attending that weekend's playtest, and leaving with a new list of bugs just as long as the first. The good news is that very few of them are serious gameplay issues anymore. The bad news is that a small bug does not equate to a quick fix. So, some of our developers will be buffing these out until launch.[/p][p][/p][h3]Odds and Ends[/h3][p]There are a few other miscellaneous tasks left, such as colorblind mode, some tweaks for custom weapons, the chicken, and achievement feedback. Oh, there's also the ███████, but I'll have more to say on that later. For now, we'll move on to the more exciting stuff.[/p][p][/p][h2]REBALANCES GALORE[/h2][hr][/hr][p]The game is finally at a point where we can test balance changes without the data being completely unusable. We've already mentioned in the past that the Huntsman and AA Cannon have new hitreg systems, but a few other items have also been reworked since.[/p][p][/p][h3]Rejuvenator[/h3][p]The Rejuvenator was the last holdout for ported weapons by a large margin, only getting in towards the end of September. The reason? This weapon was pretty overengineered. In the old version of the game, the Rejuvenator had a whopping five separate factors that could wildly sway how much healing it does. Not only was this a nightmare to try and port, it was also unclear to players and messy to balance.
So we're reworking the healing calculation. In the Steam version, the Rejuvenator will focus a lot more on landing direct hits, and its healing will be a lot more consistent when landing direct or indirect hits.[/p][p][/p][h3]Mine Layer[/h3][p]Back in May, for our final balance patch, I heavily tweaked the Mine Layer with the promise to do a deeper rework later due to pacing issues. A large number of mines can be tedious to remove and they often slow down the game, especially if used by multiple Demomen. Now, that rework is finally in development.
Our current plan is to ensure that mines are interesting to fight by expanding the options for counterplay, and we're pretty close to succeeding. Once we have mines that are actually fun to engage with, we'll tweak the stats accordingly.[/p][p][/p][h2]MAP FACELIFTS[/h2][hr][/hr][h3]Trainyard[/h3][p]VIP Trainyard tends to get repetitive after a full session, as many maps with short round timers often do. To give the BLU team more of a fighting chance, and to lower the amount of time spent in the setup phase, we have introduced a lives system for permadeath VIP. Now, when the Civilian walks into a sticky trap that you totally called out in comms, he will still have two more chances before the round is over. To complement this gamemode change, we've also updated the map's visuals to introduce more detail and bring it in-line with our current visual standards.
Here's images of the new version, with the old version to compare:
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Oh, and here's another comparison for you:
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~ Nito & the EMINOMA Team[/p]

