SQUIDS FROM SPACE UPDATE
It's been a while since our last update! But we've been working hard on squashing bugs, balancing, and updating the look of the game. We hope you'll check it out!
NEW/UPDATED
- Updated look of Human eyes
- Updated human skin textures (removed make-up, dark knees, and can no longer see undies poking out from under the beach shorts)
- Tweaked blue/purple human clothing colors
- Tweaked human hair colors
- Updated the UI for the customization menu
- Updated UI for in-game scoreboard
- Mute List is now accessed from the in-game menu, rather than the scoreboard
- Removed muting from the scorboard UI, meaning you can now control your character again with the scoreboard up
- Added new audio for the end of round sequence
- New MVP categories: Environment-Based Kills, Important Takedowns, Dogs Rescued (only available for humans; capturing dogs as Squid is not rescuing them)
- Added more dogs to Heartland Acres
- Event feed now displays objective-related events (eg, flag pickup\drop\capture)
- New Squiddy mouse cursor in menus!
- Added a larger countdown UI element right before a round starts
Balance Changes
- In Evergreen Trail, fallen tree logs to the center island have been replaced with geysers that springboard you to the center island
- In Mars Crash Site, moved some resources out of the north & south resource areas and towards each side's base
- Handcuffs cooldown reduced to 5s, from 10s
- Chemical Launcher heal reduction increased to 90%, from 67%
- Medigel Launcher projectiles now cause their target to apply 2x healing for 1.5s. Only Medigel Launcher projectiles apply this effect -- Medigel Burst aoe effect and Medigel puddles do not apply this effect
- Antimatterizer charge duration increased to 1.25s, from 1s
- Antimatterizer damage is significantly lower at low levels of charge (<0.5sec)
- Antimatterizer charge time to deal 100 damage increased from ~0.6sec to ~0.9sec
- Antimatterizer discharge time to deal 100 damage increased by ~25% (exact time depends on charge percentage)
- Phase Shift speed boost now only applies while the user is fully invisible
- Shield Booster duration reduced to 6s, from 8s
- Crawler Tanks summoned with Materialize Tank now take 5x damage after 2.5s of being unpiloted and will despawn after being unpiloted for 10s (unless they are being healed, eg with the Nanite Beam)
- Wormhole duration reduced to 45s, from 60s
- Exiting an Assault Mech is now instant
- Hot dog man resource value increased to 105, from 100 (other civilian types are unaffected)
- Added some crates in out-of-the-way places in Moonbase and Mars Crash Site so players have a chance of getting a rubber chicken
Bug Fixes
- Bullets should more reliably deal damage when the attacker sees them visually hit an enemy, even in high-latency environments
- Players who crash or otherwise exit the game while carrying an object should no longer cause that carried object (eg, the flag) to get stuck in an invalid state
- Darkened and removed transparency from minimap background -- minimap icons should now be much easier to see, especially with peripheral vision
- Servers now load a random map on startup, rather than always loading Main Street CTF
- Flamethrowers and Antimatterizers now properly shatter frozen corpses
- Smoothed out many small UI issues
- Many AI behavior fixes
- Fixed clipping on many character customization
(but not all, still working on it!)
- Joining a game during the end of round sequence should cause fewer visual issues
- Should no longer be possible to summon a Crawler Tank in a space too small for it
- Entering a vehicle while aiming will no longer cause the weapon to fire on the client but not the server, causing the player to enter a desynced reloading state
- During end of round sequence, the map vote UI is no longer briefly populated with default text
- Invisible Squids now properly do not un-hide their player display UI widget when entering a vehicle
- It should be much more difficult now to dunk your own Harvester underwater far enough to fall through the world
- Squid bowls now properly adjust their rolling SFX based on move speed
- Chat and voicechat team icons now retain the player's previous team during the end of round sequence
- The Squid power selector should now reset properly between rounds
- Practice Mode weapon crates should now properly initialize at the start of a new round
- Added more precise kill volumes next to the super-jump vents in each base in Moonbase so that large units can no longer get stuck by falling into the small pit below the super-jumps
- Renamed "Quick Play" button to "Play Now", in the hopes that it will be clearer what the button's function is to new players
- Spawned vehicles that have not been occupied will now properly despawn if the tech level drops below their required level
- In spectator mode, if you are follow-cam spectating an AI player, when they die the camera will now properly not cut away from them for a few seconds so you can witness their death
- Heal volumes will no longer reset a vehicle's "unattended time", which was previously keeping them from cleaning up if left unattended inside of a heal volume. Healing from player-based sources (eg, Nanite Beam) will still properly reset a vehicle's unattended time
- Assault Mech punches should now more reliably shatter frozen corpses
- Preview visuals for Crawler Tanks that are being summoned with the Summon Tank power should now properly display their customizations in Practice Mode
- MOTD text should now be correct when loading the client while offline
- In CTF game mode, flags will now properly hide their level 4 "locked timer" widget while carried; they will only display that widget when they are dropped and not in base
- CAH flag rescue timer now properly hides during the end of round sequence
- Airstrike & Mass Abduction warning decals should now always use the proper color in Practice Mode
- Resource cars' headlights should no longer turn on when destroyed
- Resource cars' headlights properly turn on at night when spawned
- In CAH, leader gear items should no longer be visible before they spawn in
- In CAH, ground decals for the flag spawn locations should no longer be visible before flags have spawned at the start of a round
- Notification banner timers now properly update for spectators
- In Evergreen Trail, crowd member in end-of-round sequence is no longer floating
- When wielding Dual Revolvers, the offhand revolver prop now properly turns invisible when using Phase Shift
- Soldier weapons now properly outline (eg, when using Phase Shift)
- Decreased the threshold at which a wheeled vehicle will consider itself "flipped" -- it should be more difficult to get a wheeled vehicle permanently stuck at odd angles
- Camera should no longer briefly snap to 0,0,0 in some situations
- Spectator pawns will no longer try to wrest camera control away from the end-of-round sequence
- Wormholes now credit the activating player more reliably for wormhole-related MVP categories
- Assault Mech now properly has a 1s grace period where sprinting cannot be early-cancelled
- Assault Mech sprint should now work properly in all situations! Previously, if the player did not have mouse focus on the game window, the Mech would not turn while sprinting unless the player had the RStick outside of the dead zone
- Cosmetics should no longer stick around incorrectly when getting out of squid vehicles or when dying as a squid bowl (floating glasses, etc)
- Mech occupants should now have the correct orientation
- Server browser should now properly display an error UI and return to the main menu if no servers are found
- Squid soldiers will now properly reinitialize their dynamic materials after using Phase Shift
- Hot dog carts are now properly worth 35 resource value
- All worn items should now properly disintegrate when their wearer is killed by a disintegration weapon
- Optic Overloader and Antimatterizer now properly cancel charge effects and update UI state when handcuffed/blinded/etc
KNOWN ISSUES
- If you're missing any color customization for vehicles (like Halloween Orange or Spring Pastels), you'll be unable to select certain colors in the vehicle customization screen for both Humans and Squids
- Sometimes at the end of a match, the '3, 2, 1. GO!' countdown will pop up