Happy (early) Halloween! A new event with a temporary game mode and rewards is waiting for you starting this evening. You will also find a new weapon in your inventory!
This patch took quite some time because there was a big rewrite going on. The third party networking library we used is now gone from the game, and Code ZIN finally has its own networking solution. Please note that our own networking solution is still pretty new, we have ironed out all the kinks that came up during the tests but real life conditions can bring out more problems and oversights. So if something seems wrong, please report to us with a video recording to help us improve. Otherwise, enjoy the lower latency & higher accuracy with less rollbacks!
Gameplay
- Jumps now actually do input buffering instead of allowing slightly hovering jumps, removing the need to double jump in place to reach higher. Jump height adjusted to make the higher jumps work, tested on OuterSpace headless terminals.
- Walljump has been rewritten without the double state play bugs, some behaviour differences are expected on reverse walljumps but it should be more “stable” now otherwise
- Breaking blastables should not suddenly teleport you down a bit if you were standing on top, as they became part of the rollback simulations
Networking
- Crowd controls, laser deaths, ball pick ups, touchdowns and other server applied & client unpredictable (at least not without false positives) should react much faster
- Rollbacks and ghost hits should be reduced as the simulations on both sides are now more accurate & server estimates clients receive times better
- Touchdown ball should now sync properly between server and client, removing the ramp jitter
- Your ping is now shown as RTT, not one way ping but the whole duration
- Added bad network icon (crossed over wifi) at top left corner, it will show up when ZIN detects an anomaly such as player states not arriving in time, inputs being dropped beyond acceptable levels & ZIN tries to adapt the conditions to it. So don’t worry for seeing it, unless it’s an extreme case like upload/download you have on the background saturating your link, it’s an indication of game is trying to keep things running fine
Weapons
Rapier (Item name: Sabre, Ascalon):
- Added the weapon
- LMB is a 4 directional slash with 2 hit combo. Two hit instances for 5 + 10 damage, the second knocks back. Second attack within 1.6s does a spin attack with throw on it
- Holding LMB directly does a strong attack with 5 + 15 damage and a throw on it
- RMB consumes 50 Flux to initiate and goes into guard state between 0.4s – 0.8s, following it up with an 5 + 20 damage attack with knockback, similar to Guardgun
- RMB cast midair does a jump attack for the same 50 Flux, to deal 25 damage with knockback

Bots
- They now exist in every map and every mode
- They now have more tricks and abilities, and they are being built for adaptive difficulty
- But they are more botty than before with some issues and no balancing yet, their rework is incomplete. Consider this as an early release before the new era of the bots. Improvements and polish will follow later
Animations
- Added short impact frames to all melee hits upon any successful hit
- Weapon animations should now clear properly after a touchdown or any other disarming action
Maps
Outer Space:
- None of the blastables should not spawn on you anymore
Client
- Steam login should now be stable, removing the occasional need for constant retries
- Fixed a bug that prevented equipping mission rewards immediately
- Removed unused Vulkan and DX12 rendering backends. They were multiplying the build times and weren’t ever switched on due to instabilities