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Quantum League Update 0.7.3

You heard that right, July’s new map & environment is Cargo - a 2v2 capture map set in a repurposed freighter. We have been teasing this one for far too long, so we’re happy to finally put it in your hands to play!

To spice things up, even more, now you’ll be able to add spectators to your custom matches! When spectating, you can choose to fly around the level, follow any clone in third person view or even jump into first-person view.

But that’s not all, we’re always looking to add new ways to get critical information on important match events, and so we’re debuting a Killfeed HUD element. Located in the top left of the screen, this will give you accurate information on which clone killed which, and when.

We’ve also made improvements to the Grenade Launcher, starting with completely revamping projectile trajectory physics to keep bounces under control, and made adjustments to damage volume growth so that it’s effective area matches the explosion visuals better. Finally, we made reloading slightly faster after each shot.

Also, some crosshair customization options have been added to the “Game” options menu! You can now change crosshair color or toggle dynamic recoil display.

Last but not least, the new reward track is live, so you’ll be able to unlock new skins for all characters!

[previewyoutube][/previewyoutube]

Check out the changelog in the link below!
https://quantum-league.com/blog/changelogs/2020/07/15/Update-0.7.3-cargo-spectator-killfeed.html

New Feature Coming Up!

Fellow time travelers, as you may know, with Early Access comes a lot of change and improvements to the game.

One particular thing we wanted to share with you is a new feature called “Spectator View”. We’ve been working on this for quite some time and we’re happy to announce that you’ll be able to enjoy it in the new update.

With this option, you can join in on friends matches as a part of the audience, see the game from above and also follow around the players while you check out their moves and learn new strategies. The feature also contains a kill feed, with that you’ll be able to easily keep track of who’s desynced and who got away with it!

We also hope this will make those tournament matches much more exciting to cover and follow on Twitch!

You can see a sneak peek of this exciting new feature in the video below!
[previewyoutube][/previewyoutube]
Enjoy, The Quantum League Dev Team. 🙌

Update 0.7.2 - QuickChat, Casual / Ranked split and more!

[h2]How are you doing, devs?
[/h2]
We're all in good health and working, although our local area is looking at a full fourth month of mandatory stay-at-home rules. We're still discovering new unique ways in which working from home is different from being all together at the office, and are still adapting our practices to deliver the same level of quality as before.

Now, on to the changelog!

Chat reboot

We're rolling out a QuickChat feature with some predefined texts that you can use to communicate with our teammate and opponent(s) with only a couple of key presses. Obviously this does not allow the full spread of expression as a full chat (we're still testing the waters on that one), but we hope that this system will allow you to cover the most usual interactions.

Feel free to suggest more entries for the different QuickChat menus!

Ranked / Casual split

As mentioned in our last Dev Team Preview, this update brings changes to how the casual and ranked queues track players.

  • Public ELO is now only affected by Ranked matches.
  • Casual queue matches will matchmake players with a more volatile algorithm.
  • Leaderboards will now only track matches won and lost in Ranked matches. As a result we've reset the data to begin counting with the new metric.


Note: as before, you will need to complete a match for your data to be shown in the leaderboard.

We hope this brings more clarity to the leaderboards and also removes one barrier for mainly ranked players to have fun in Casual without consequences to their Ranked stats.

New Reward Track live!

Unlock new skins for all characters in this new reward track!

[h2]Other improvements
[/h2]
  • Sprint and Focus can now be set to "Toggle" in the option menus.
  • Changes to the health info display in the HUD.
  • Tutorial video volume now respects the Master volume setting.
  • Fixed the grenade launcher explosion VFX's size not matching up with its damage area.
  • Fixed the laser VFX's origin from being delayed from the weapon's muzzle

See what's cooking for the next update!

Hello Quantum Athletes! Time for a Dev Team preview.

Some weeks have passed since our Early Access milestone. For the couple of weeks following that release, all of our efforts have been mostly focused on reducing the amount of showstopper crashes, both in clients and servers, plus some of the most annoying issues you have been reporting on our different communication channels.

We are immensely grateful for your continued support, as players but also as a community! We are in awe at how you’ve embraced the game, by the way you celebrate what you think is unique about Quantum League, and also with your clarity when pointing out the areas in which we need to do better.

Armed with that feedback, the team has now begun to work on growing the game into what we all dream it can become. This means starting work both on bigger and smaller things, and naturally, smaller things get done quicker.

I’d like to share information on what you’ll see in the next update, and other items which we’ve started working on that you’ll get to play with shortly:

Quick Chat: While a full match chat was present during the open beta, we felt it left too many opportunities for negativity while still not allowing randomly-matched teammates to communicate effectively on strategy.

As a progressive reintroduction of chat, we’ll be debuting a “quick chat” style communication option, centered around the use of predefined text snippets accessed through hotkeys. Some sets will be on the public chat by default, while others are only shared with teammates.

We’ll be launching with around a dozen different snippets, and our plan is to add or edit text snippets based on your feedback and usage in future updates.

More Input Toggles: We thank you for educating us to the fact that lack of input toggles to focus and sprint actions were harming accessibility for many players! The update will feature settings in the Controls tab to activate “toggle” behavior for crouching, sprinting and focusing, which are “hold” by default.

Better separation of Casual & Ranked statistics: We’ve received many comments regarding the fact that both casual & ranked queues share the same ELO and contribute win / lose statistics to the same leaderboard. We will be taking some steps to start making this clearer:

  • Public ELO will now be used & updated exclusively through Ranked matches.
  • Casual Queue matchmaking will use a new, more relaxed metric, separate from public ELO.
  • Public Win / Lose records will also be updated exclusively through Ranked matches, until we can properly provide a proper place for Casual stats in the Player Profile section.


As a result, since current records were mixing together ranked and casual matches, we will be resetting win / lose numbers for everyone when the update launches.

Other features we’re working on, but may be bumped to the next update:

Live Spectate custom matches - this should make it easier to broadcast tournament matches! Return of Match Replays - Review and replay your latest matches under different angles New Game Mode: Domination - Flip several control points around the level to your side to score

[h3]On the subject of rewards & seasons[/h3]
Now that our first reward season is over, we’ve received several questions on when the next is going to start, and if that means that something will also happen to the ranked League.

Currently, we are keeping these features separate from each other. A new reward season will start soon, with new skins to unlock through gameplay, but League ranks will not be changed for now.

Rest assured that we will notify you in advance before bringing the current competitive season to a close! In the meantime, here’s a preview of some of the character skins you’ll be able to obtain during the next reward season:



… Oh, you’re still here? Well, it would be totally unfair to leave you without sharing some never-seen-before images from Cargo, our upcoming map designed for 2v2 matches!

To ensure that maps are balanced & fair, Cargo will start by being available in the Custom Match maplist first so you can give us some early feedback on overall gameplay before it launches for everyone.

Quantum League - Early Access 0.7.1



Thank you all for being part of our Early Access release! We really appreciate all the reports and helpful logs you have sent us during these days, which helped us fix some initial annoyances some of you encountered.

This is patch 0.7.1, which means that our recent Early Access release was 0.7.0. We hope this is clearer to you than just build IDs or some other name.

Container Yard now in 2v2 Casual Queue

This is a combination you could already make in Custom Match, but we’ve been having so much fun with it that we decided to add it to the 2v2 Casual queue.

Container Yard is a Free-for-All map, and 2v2 FFA is intense, roaring fun. We hope you enjoy it too!

Fixes & Changes
  • Tweaked the Matchmaking rules to prioritize closer-skill matches. As a result, matchmaking times may increase slightly if no close-skill players are looking for a match at that time.
  • Fixed an issue where players would queue in a party and end up on opposing teams
  • Fixed some localized texts which didn’t have the right context
  • Fixed inverted mouse Y axis on setups with AZERTY keyboard
  • Fixed an issue where firing weapons would glitch out on changing weapons while desynced
  • Fixed “Skip Replay” when re-binding the Space Bar
  • Fixed character name length on the leaderboards
  • Fixed several random client crashes


Known Issues
  • The GL grenades and explosion VFX may disappear shortly during gameplay, even though they will continue applying damage.


We still owe you a proper roadmap, and that's the very next thing we'll be sharing. Many amazing things to come in the next loops!