It’s been about a month since the last patch, thanks to that some bigger changes that required code refactoring were done. For the next patch we have even bigger plans such as a rudimentary progression system test, recoveries from crowd control effects, as well as more refactoring but this time for blastable objects.
Game modes
Team Deathmatch
- There are now 5 second transition states when a round ends or before result screen starts
- Rounds without a winning team now gives a score to both teams, making matches drag on less
- “/hurt” Command now teleports you to a spawn while in waiting mode
Practice
- Added “/inf sp” command to practice mode, gives you infinite stamina
- Added dummy esper to practice mode. Use “/spawn” to create one, “/tp” to teleport it to your position, and “/kill” to destroy it
Gameplay
- Fixed headshot multiplier overrides not applying (it was always at the default 1.4x)
- Added melee attack critical hits, checked with additional (usually smaller) hitboxes
- Added wall checks for explosions and melee attacks, you should no longer be able to hit behind thin walls
- Changed the way running input works, making it more resilient to packet drops and also changed the animation of it
- Increased the walljump push force to 11x from 10x
Weapons
Broadsword (Item: Durendal / Founder’s Sword)
- You can now do basic slashes mid air just like strong cut using the Left Mouse Button
- Jump attack is instead moved to Right Mouse Button, which is executed if you are in mid air, otherwise it does a dash attack like usual
- You can now cancel jump attacks with strong cut & dash attacks at the very end, just like how you can cancel a dash with strong cut
- Reduced basic slash damage to 15 from 20
- Added critical hit multiplier of 1.6 to slashes
- Added stagger effect to slashes
- Increased duration and attack window of slashes
- Reduced strong cut damage to 20 from 35
- Strong cut no longer consumes Flux
- Added critical hit multiplier of 2 to strong cut
- Reduced strong cut attack window by 0.05s
- Increased jump attack damage to 32 from 25
- Jump attack now requires 50 Flux
- Added critical hit multiplier of 1.25 for jump attack
- Reduced dash attack damage to 16×3 from 25×3
- Changed dash attack hit timings
- Added critical hit multiplier of 1.25 for dash attack
Revolver (Item: Resolver)
- Pattern & crosshair has changed
- Replaced the wrong shooting SFX used by male Esper
- Adjusted the damage dropoff: [0m, 12m] 100% effective; [12m, 100m] goes down to 10% effective with a curve; [100m, inf) 10% effective
- Reduced outer pellet critical multiplier to 2.2 from 2.5
- Reduced per outer pellet damage to 8 from 10
- Reduced outer pellet push to 8 from 10
- Reduced center pellet damage to 7 from 10
- Reduced center pellet push to 7 from 10
Rifle Cannon (Item: Helios)
- It now goes into reload automatically when it does not meet the charge initiation Flux amount
- Disabled wasted charge attempts when holding down Crouch button
- Fixed the explosion VFX sometimes not showing up
- Increased direct hit critical multiplier to 2x from 1.4x
- Increased charge initiation Flux to 25 from 20
- Decreased direct hit damage range to (16, 40) from (20, 50)
- Decreased max charge duration to 2.5s from 3s
- Increased max explosion damage to 40 from 30
- Increased explosion radius to 2.5x from 2x
- Changed explosion push amounts to 4,6,9,12,16 from 4,6,8,10,12 for each charge level respectively
Swordgun (Item: Scorpio)
- Increased move speed multiplier while shooting to 0.8 from 0.7
- Adjusted spread amount
- Added charge indicator for stab attack
- Decreased stab charge duration to 0.64s from 0.8s
- Reduced stab max Flux consumption to 50 from 100
- Reduced stab hit damages to 8,14,20 from 8,16,24 for each charge level respectively
- Added critical multiplier of 1.25x to first 2 stab hits
- Added critical multiplier of 1.4x,1.5x,1.5x to last stab hit for each charge level respectively
- Separated and changed last stab hit damages to 15,15,20
Skills
Platform
- There is now a proper icon on the item
Client
- Changed the way match result screen works, you can now see player stats and keep chatting until automated disconnection in 60 seconds
- Active weapon flux display in the HUD is now split in two, making it easier to judge the remaining amount
- Hit marker should no longer get stuck on certain conditions
- You can no longer go into practice when you are already in matchmaking queue
Settings
- Added different running modes into settings: Forward + Forward, Hold, Toggle
- Added horizontal and vertical mouse inverting options