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Patch Notes 0.50 Hotfix 12(Thats a lot of Hotfixes)

Bug Fixes

  • Fixed a bug that caused Workshop tasks to reappear after being deleted from the saved task menu
  • Fixed multiple exceptions that could potentially have caused other bugs

Update 0.50 EB Patch Notes(New Rank system, Valorant Scope Variants & Hotfixes)

Update 0.50 EB is here! And along with it comes a total ranking overhaul, new ranks, Valorant Operator Scope Variants and a slew of bug fixes!


Ranking overhaul

You've probably noticed that your rank in Aim Lab has changed since the last major update - For some of you it will be lower, and for others it will be higher. This is because the fundamental calculations behind how rank points are given has changed.

Prior to Update 0.50EB, rank points for things like Flicking or Tracking were assigned based on Accuracy, rather than real performance. This meant that players with insanely high performance that suffered a few misses would have less rank points than a player that shot a target once in a round. This system, as many pointed out, was fundamentally flawed.

After Update 0.50EB, rank points are given based on your score and performance in a round. This ties back into the scoring overhaul that we pushed live just the other day - As scoring is now far more indicative of performance, ranking has been changed to use your score far more than an individual metric.

As a general rule, every rank point you get is equivalent to 1000 score, averaged across the category. Rank points of 100 in a category would mean that your average score in said category is 100,000, whereas rank points of 50 in a category mean that your average score in said category is 50,000.

This system will be receiving constant, and consistent balancing tweaks to ensure that normalisation and score assignment feel appropriate, so expect more changes to follow.

New Ranks!

Previously, the ranks you could earn in Aimlab progressed as follows - Bronze, Silver, Gold, Platinum, Diamond, Master, with each subsection going from 1-4. 1 being lowest and 4 being highest.

Update 0.50 EB brings three new ranks to the table - Ruby, Emerald and Grandmaster.

You can now expect ranking to progress as follows - Bronze, Silver, Gold, Platinum, Ruby, Emerald, Diamond, Master, and finally, Grandmaster. A final, prestigious rank will be implemented at a later time, so expect to hear more about it down the line.

Furthermore - The way ranks progress has been changed a little. Before, a rank of Diamond 1 meant you were at the lowest portion of the Diamond rank. Now, inversely, a rank of Diamond 4 would mean you are at the lowest portion of the Diamond rank, whereas a rank of Diamond 1 would put you at the border of Master.

And lastly - You will now notice a rank emblem beside your scorecard, you can view every rank emblem in the game (As of Update 0.50 EB) here!


Valorant weapon scope variants added
  • Stinger
  • Spectre
  • Ares
  • Bulldog
  • Odin
  • Phantom
  • Vandal
  • Guardian
  • Marshal
  • Operator
  • Operator Double Zoom


Changes and fixes

General stability and performance improvements

Hotfix 0.50.1EB
  • Fixed sliders - Arrow keys now resume from last mouse drag position
  • Changed default preferences - Muzzle Flash and Recoil are now disabled by default
  • Added more descriptions for options in the "Graphics" tab
  • Fixed missing descriptions, overlapping descriptions and dropdown notifications
  • Removed raw input option temporarily

EB 0.49 Hotfix

Hotfix EB 0.49.1


[h2]New Features[/h2]
  • Fixed issues with Spidershot Warmup
  • Fixed issues with Spidershot 180 when added into a custom playlist
  • Fixed persistent mouse drift problem.
  • Fixed bug that allowed players to shoot in tasks where they were not intended to
  • Fixed controller deadzone issue - Please get in touch if issues persist.


[h2]Bug Fixes[/h2]
  • Added "Switchtrack" to active leaderboards.

New tasks and Workshop changes - Welcome to Update EB 0.49!

It's a pretty big one this week ladies and gents - After much community feedback we've added four long-requested tasks into Aim Lab!

[h3]
Switchtrack[/h3]

Switchtrack is a multi-target task with a simple goal - Track a target, destroy it, then find a new target as quickly as you can. Multiple targets spawn at once at different heights, making it easy to plan out a chain, while still being challenging to execute.

[h3]Spidershot 180[/h3]

Looking to get your 180 flicks down? Spidershot 180 can help with that.

Spidershot 180 is similar in most ways to Spidershot, with one big twist - After every target, you will need to flick 180 degrees and destroy the target behind you. You'll no doubt find this to be the ultimate challenge of precision and control.

Spidershot 180 is also available in "Warmup" mode, accessible via the "Sandbox" section. In this mode, there is no time limit, no end screen, and no delays. Simply play for as long as you want!

[h3]Sixshot[/h3]

Those of you that have been in our community for long enough are probably aware of the community "War Crime" task - Tiny targets at a long distance.

Sixshot can be seen as a mix of this community-created task and Gridshot - Six, very, very small targets spawn in an 8x8 grid, and your goal is simply to destroy them as quickly as you are able to.

Sixshot presents itself as the ultimate test of precision and speed against stationary targets, and will no doubt prove a challenge for even the most seasoned FPS player.

[h3]Strafebot[/h3]

Strafebot takes advantage of the AI enemies you may have encountered in Freeplay - Human scale enemies that fight back.

Movement in this task is almost entirely free, so you have the perfect opportunity to practice your strafing while you aim - A necessity, because stand still for too long and you're liable to catch a bullet.

[h2]Other changes and tweaks[/h2]
  • Added the ability to search for key words in Workshop
  • Added quick links to Tasks, Playlists and Workshop on the home screen
  • Tweaked scoring normalisation slightly


[h2]Bug Fixes[/h2]
  • General workshop bugfixes
  • General spherebox bugfixes
  • Fixed controller drift and deadzone issues
  • Fixed a bug that would enable you to see a robot's eye in some menus
  • Fixed a bug where sometimes aiming down sights would stop you being able to shoot.
  • Fixed an issue that caused substantial screen tearing on some systems
  • More optimisations than I have time to list

Patch Notes: HUGE update, Scoring revamp, more controller support options!

MASSIVE UPDATE!

- Scoring 2.0 is here! A complete rebalancing of the scoring system for better comparison with other players across tasks. Details below.
- Added "Try it!" functionality to workshop
- New Controller Settings: Controller Dead Zone, Controller Sensitivity Curves (Linear / Exponential)
- New Mouse Settings: Switch between Raw Input / Windows Sensitivity Settings (Note that Raw Input is still the default)
- Fixed Issues with WATCH / GALLERY buttons in the Loadout
- Fixed an issue with Freetrack not working
- Improved loading time for Spherebox gallery
- Added Leaderboard tooltips
- Fixed error where workshop item status was set incorrectly
- Added more tooltip IDs after going through each leaderboard -
- Fixed strafeshot ai target not respawning -
- Fixed bug where custom tasks in playlists cause them to be unsaveable
- Fixed bug where custom strafeshot custom orbs didnt respawn -
- Several Spherebox Map optimizations
- Fixed a bug where dragonbow does no damage to targets
- fixed an issue with Playlist task labels

Scoring 2.0 Changes

-Added Scoring 2.0 to all default (non-custom) tasks except NinjaShotAI and BlinkShotAI.
-Added psuedorandom balancing to all tasks making sure difficulty levels stay somewhat the same between sessions
-Balanced scoring for all default tasks. 100k is considered a very good score for any task.
-Made Raycasting for Tracking-tasks a bit more responsive
-Added Gain, Error, AngleError and Precision support to multi-target tasks
-Tracking angles graph now shows the correct numbers for the right angle bins
-Improved error, gain, precision and angle calculations for all relevant tasks
-Fixed missing hit-sounds
-Added dynamic calculation of Accuracy and Reaction Time bins
-Accuracy and Reaction Time movement direction graphs are a lot more accurate
-Detection and Audio Detection reaction time improvements
-Fixed Accuracy counter bugs affecting several tasks
-Fixed Explosion debris colliding with targets
-Calculate RT for center sphere improvements
-Added Detection and Audio Detection latency compensation
-Less delay for all Audio playbacks (Shots and hitsounds should react a tad faster)
-Increased sphere speed for Strafetrack Ultimate and Strafeshot Ultimate
-Made sure total spawn time is about the same each round for Detection and AudioDetection in order to make the tasks competitive
-Made sure detection objects are not spawned when time left is less than 1 second
-Fixed Circletrack destruction FX
-Moving target hitbox improvements
-Sniper scope moved behind HUD
-Strafetrack and Strafeshot targets no longer get stuck at map borders
-Did a general bug fix and gameplay quality check pass on all tasks