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Update: Enduring Knight

Update 474

[h3]Performance optimizations, new weapon animations, updated menu UX, some map fixes.[/h3]

[h2]Performance[/h2]
  • Many issues were tackled, most players should see a 10-20% increase in their framerates. For some machines this may exhibit itself as an improvement in the general feel, by reducing frame drops and minimum frame rates to smooth out your average FPS.


[h2]Animations[/h2]
  • The weapons now all have sway animations for idle/hipfire first person movement. This gives the weapons a feeling of weight as you move around.
  • Weapons have sprint animations that align with the movement speed of the gun itself, to help give a feeling of the difference in speed between weapons.
  • Smoothed out the first person locomotion animations when changing directions (anims when AD spamming for gun should be smoother)
  • Modified biases in the death animations to make them more consistent


[h2]UI[/h2]
  • Invite and request to join click interactions have been moved to a new system. You can now click players to get a dropdown for these interactions.
  • Added interaction in this dropdown to add players as friends on steam. As a known issue, new friends will not visually update until a restart occurs.
  • Some other changes to how pending invites and request to joins are displayed to the user.
  • Spectator cam had many improvements/bugfixes as we move towards making this feature end-user viable.
  • Display "Casual X/6" or "Ranked X/9" in round GUI to help identify which type of match you are in and what the status is.


[h2]Gameplay[/h2]
  • Hold R to reload shotguns was implemented, you can now hold R to reload the full magazine. Press fire (left click) to cancel the reload.
  • The nametags for players are now visible through walls to help with FOF, this also includes the nametags of dead enemy players because all nametags are visible through walls.
  • LS45 RPM reduced from 420 to 390RPM


[h2]Maps[/h2]
  • A full update of all the maps have been done to keep them playable for this update. Please report bugs you see.
  • A couple of maps that were not playable before now due to having been made for this update are now in the pool again.
  • Some open doorways have been changed to WHITE doorways instead of GREEN to identify whether or not a physical door may be present. White means no door should be present. Not all doorways have been updated.
  • Maps have been rebaked to fix issues with pink courtyards, badly baked floors, and to remove godrays from killhouses for now.