Weapon Reworks / Balance:
- Shockgun - The Shockgun finally found its identity as a rapid fire arc lightning dispenser! Every 0.2 seconds an arc is shot in front of the barrel, and any player hit will be promptly electrocuted.
- SFL Rifle - The "Single Fire Laser" Rifle fires an accelerating plasma bolt that can kill a player in two shots, and even explodes on impact. I used to also stun, but that was causing it to have too little counter play.
- Explosive Spear - The Explosive Spear also suffered from the same problem as the SFL. We've toned down the daze damage it deals, so it'll less reliably result in easy two shot kills.
- Gauss Cannon - The Gauss Cannon is supposed to be an intimidating weapon that pierces everything, leaving shrapnel explosions as it goes. The problem is it wasn't killing players in one hit, so we've resolved that.
- Energy Racket & Bees - Reddit user u/NatoRawr made the remark that the Energy Racket looks like a "bug zapper Tennis racket." We were so taken with the idea that we've made the Energy Racket kill Bees, sending them spiraling down to their death.
- Explosive Bow - The Explosive Bow was in "too good" of a place. It had good ammo, and could reliable two shot an opponent at mid range fairly quickly. We've toned it down a notch by making it fall more quickly and triggering a SloMo event when a low health player is about to be hit.
- Bouncy Bow - The Bouncy Bow's projectile was dying too quickly and not reliably dazing when it hit a player. We've increased it's ricochet chance and daze amounts.
- Ammo balance - Various weapons still had too much ammo, and were leading to a little too much "weapon creep" (where surviving player has increasing weapon advantage over opponents). Extremely strong weapons had their ammo tuned slightly to make them less oppressively to play against.
Gameplay Changes / Fixes:
- Etno Ability - Etno's special ability Lockdown was supposed to make him temporarily invulnerable. We've fixed issues where another player jumping off his head (head jumps usually daze) stunning him and the taser still stunning. Lockdown also make Etno's suit deflect all projectiles, but this caused a bug where projectiles that usually die on impact would both survive impact and produce some effect. An example of this is the Explosive Arrow, that would both leave an explosive arrow lodged in Etno and deflect away...
- Shield Ability Rework - The Shield ability deflects all projectiles and thrown items, but it was missing a certain feedback to make it complete. We've made it so that each projectile that collides with the Shield will apply a little bit of force. This gives it much needed oomph!
- Fixed Thunder Ball - The piston chute goal zones on the Thunder Ball map where kind of broken. The Thunder Ball could get stuck behind them, which was not intentional. We've fixed their one way colliders.
- Vibration Update - Updated the controller vibration system and toned down the vibrations.
- Dash Ability Bug - Fixed a bug with the Dash ability where if a player dashed and got dazed, they would have the dash's force subtracted twice, causing shenanigans...
- Glue & Melee Weapons - Melee weapons used to get stuck to our adhesive objects (Glue, Honey, Oil, Anti-Glue), causing the links to remain when the weapon stopped being physical. We've solved this by making Melee weapons not get stuck to adhesives.
- Turret Update - Turrets have always been our problem child. We've finished up a slight refractor making them more consistent and less overpowered. We also gave them a temporary laser sight to show where they are aiming more clearly (better solution to come).
- Wind optimizations - Further optimization to the wind system.
Graphical Updates / Fixes
- "Min Charge Req." - We were seeing a lot of newer playing having trouble with the idea of holding down the trigger keys to charge weapons up. We've added a temporary popup reading "Min Charge Req." when a player releases the trigger key before their weapon is charged enough to release. Better solution to come in the future.
- Character Animation Tidying - Slight tweaking to the player animator. Player character now leans more forward / back when looking up / down. Player character's feet look more rooted on the surface when idle.
- Projectile Trails - Projectile trails where not placed properly 50% of the time during projectile collision events. This has been fixed, but the current implementation has the unfortunate side effect of making the trail longer each time there is a ricochet event. To be resolved in the future.
Engine Changes / Fixes:
- Parsec Integration - We are part way through our integration of Parsec into GTD. We've pushed some crucial changed, but it will only be ready in the next update.
- Input System Refractor - We needed to refractor our input management system to be able to pass it through Parsec generically. No gameplay implications...
- Gore/Glue Unstucker - Small glue and gore objects were getting stuck between colliders they shouldn't be able to fit between. This is just an artifact of Unity's physics system and their unstucking procedure. We've added a supplemental system that should deal with this ugly edge case, as well as stop most cases of gore getting stuck in each other's colliders.
- Still working on Particle System Refactor - Our particle pooling system is also still in the works. No major changes this update, but many more frames to be had in future updates!
- Localization Preparation - A lot of localization preparations...
- Cleanup of unused systems... - Removed a lot of old systems and files.
