Map Updates
All maps have been touched up and adjusted where needed.
NEW MAP Woods SA
We added a small arena (SA) variation on woods. We want to spend some time looking into the smaller maps and how it feels for Crashauts.
Adjustments
Wreckage
- Artwork adjustments
- The map size has been reduced slightly
- Physical elevators have been added to side paths
- Crushers removed for time being.
Keep
- Artwork adjustments
- Weapon placements adjusted
- Variation to bridge on left side of the map
- General Platform adjustments
Stasis
- Artwork adjustments (now it's much colder on stasis!)
- The map size has been reduced slightly
- Increased incline of the low path
- Adjusted the locations of the teleporters
- Removed gravity well
Fringe
- Big artwork adjustments
Courtyard
We found the layout of courtyard to just "not work" with Crashnauts. It has been overhauled.
- Theme and artwork adjustment
- Overhaul of the steps and floating platform
- Adjusted platforms
- Adjusted weapon spawns
Woods
- Minor adjustments to woods layout.
Quality Of Life
Gameplay
- Updates to Human, Bruin, Kryll animations to make them coooooler.
- Slight velocity increase to 1st jump
- Added music from Teknoaxe
Menu and User Interface
- Many artwork adjustments
- Better controller support
- Better flow between screens
- Better loading
Core Engine
- Major reworking / improvement of how game assets are loaded as a result of optimizing for Nintendo Switch release.
- Major oversight fixed on Camera functionality that prevented camera from panning while zoomed in. Camera feels much more natural now.
- Toned down announcer events for less important events such as headshots and overkills
- Fixed major bug causing Rockets and Grenades to explode unexpectedly and inconsistently
- Added safeguard logic so objective items (HTF flag) will reset to camera center if they drop below camera bottom view
- Fixed controller mapping issue that prevented opening the Pause Menu during gameplay
- Fixed oversight with Rule Set value selection that would have the game load the wrong values from what the user had chosen
- A bot player is now added automatically if only 1 human player is found
- Fix for issue where Camera would occasionally scroll past 'Stop Points' on Keep.
- Fixed bug in FFA Stock that would result in a DRAW if both players had 0 remaining stock on the last kill
- Fixed "Takes The Lead" stinger that would play in TDM Stock on first spawning
- Fixed longstanding continued velocity after respawn bug.
Core Gameplay
- CPU droplasers no longer track a players position perfectly, feeling more natural
- Temporary removal of PowerGlove until we have it fully polished for public play
- Fixed issue that awarded points to a team in TDM when a suicide occured
- Moved fire origin for Shotgun backwards 1.0 so rays will still hit other player when they are very close / slightly overlapping each other.
Visual Changes
- Made end match detailed stats larger
- End match score pile now shows energy pile for HTF
- Updated projectiles trail effect to a more performant effect
- Removed bot chatter text for now
- Fixed issue that would cause spawn Overshield to grow in size when repeatedly grown
- Multiple players can no longer choose the same player color