INVERSUS has competition at its core and today we're making big strides towards getting players in matches more often and across more varied game modes!
Let’s talk about 2v2 battles. In the past, you could enter 2v2 as a solo player or by first making a team with a friend, but these two groups were matched up separately – solos could only match with solos and teams could only fight other teams. With the new patch, solo players and grouped teams can mix into the same 2v2 game. This means more matches for everyone!
Continuing with 2v2 improvements, I’m happy to announce that INVERSUS now supports multiple local players joining an online game! You and a friend can team up on the couch, enter matchmaking from the same computer and fight other players online. In private 2v2 games you can mix local players and online friends in any combination -- even three players at your house playing with one player at a friend’s house.
The 1.3 update also changes the cadence of how public matches are played. In the past, you would search for players until the lobby was full. Then you would play continuously with that group until someone dropped out. Games would often last a long time and both players would generally leave in unison. This made it hard to find a match if you joined while all existing lobbies were full. You’ll now get prompted to search for a new opponent after every couple maps in a public game. This will either find any stragglers or rematch with your opponent for another bout.
If you want to see how all this works in practice, check out the demo video here!
And now let’s dig into the full patch notes for the detailed oriented among you:
Primary Updates
- Multiple local players can join in online games together (two in public team games and up to three in private games)
- Players are asked to re-enter public matchmaking after two matches have been completed (this results in either 2 arcade maps or best of three maps in a versus game)
- Players in team-based matchmaking and solo-based matchmaking can now play together.
- Added an introduction animation to online matches showing which players are facing off
- Worldwide matchmaking kicks in instantly if there are no local matches to be found. This could previously take up to 30 seconds.
- Added six new emotes
Minor Updates
- Two of the pickups were moved in the map “Pipes” to better utilize the outer ring and create a more interesting flow.
- Slightly increased the enemy ship hit box in arcade mode to reduce extreme cases of enemies getting pushed away from adjacently flipped tiles
- Effects that perform color inversion (e.g. projectile clashes) again render in areas that hang off the tiled map.
- Flipped the spawn points of team 1 on the map “Tight” to conform with every other map
- Made minor adjustments to a few color palettes that needed some love
- Added digit grouping to large scores making them easier to read