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Patch 1.0.4

Physics Engine Rework
  • Turns out the physics engine had some non-deterministic edge cases, causing desyncs on some machines. So for this patch, I rewrote most of the game's physics code. You shouldn't notice much difference in gameplay.
  • Added many physics optimizations, to compensate for some slower performance after the rewrite. As a result, you will actually see an increase in performance from the last patch.
  • Reworked Zomborg's shotgun physics for better performance. It is now a single hitbox that instantly deals damage the frame you use it. It will penetrate targets, and simulates a number of bolts hit. The closer the target is to Zomborg, and the closer to the center of the blast they are, the higher the number of hits. As a result, it is no longer completely useless at mid-range, and the damage falls off more smoothly over the hitbox's range.
  • Reworked the code that manages Cyber City's laser push mode. This fixes a number of bugs, and increases its performance. (This also fixes the bug with no-centerline matches in this mode).
  • Increased the stun length of Zandra's whirlwind hits from 100ms to 200ms. This will prevent characters from acting while caught in it and cancelling her ability.
  • Prevented debuffs like max's poison from damaging Veronica's turret health before damaging the shields.
  • Since this work has all been on the coding side, we had some art bandwidth to create a new skin for Zomborg: