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Squidmas Part 2! NEW GAME MODE!

GREETINGS EARTHLINGS!

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This is part 2 of our Squidmas update! Here's what's new!

New Game Mode: Capture and Hold is the name we're rollin' with.

  • You still capture resources to level up weapons
  • You must capture the enemy flag and keep them in 'jail'
  • While you have the enemy flag jailed, you must also protect your own flag
  • If you have BOTH flags in possession, the timer will begin to count down to 0
  • The team with the timer that hits 0 first, wins.
  • The timer will pause whenever a team loses possession of either flag

You can now tell AI what to do!

  • Pressing the "Follow Me" emote (UP directional on gamepad, or 1 on keyboard) near any AI that are NOT performing any tasks (meaning, they are just running somewhere) will cause them to follow you.
  • Only 1 AI can follow you at a time
  • You can dismiss the AI by telling them to 'Defend' (DOWN directional on gamepad, or 3 on keyboard). Telling them to 'Defend' doesn't mean they will stop where they are. All it does is cause them to stop following you and they'll continue on their merry way. This is probably just placeholder text as we do not yet have any localization for this new feature yet.
  • You will now get ejected from Assault Mechs when they are destroyed.
  • An alert icon "!" will now pop over your head when an invisible squid gets too close to you. This is what we're experimenting with as we realized invisibility can be pretty OP for squids that sneak up real close with an RPG or minisquid gun, etc.

Balance/Gameplay Changes

Minisquid Gun:
- Post-bounce range increased to 1000, from 800.
- Movespeed slow decreased to 0.025% per shot, from 0.075%.
- Movespeed slow duration decreased to 2s, from 3s.
- Damage over time increased to 10 over 2s, from 9 over 3s.

Minisquid Blaster (Upgraded version of Minisquid Gun):
- Post-bounce range increased to 1250, from 1000.
- Movespeed slow decreased to 0.025% per shot, from 0.075%.
- Movespeed slow duration decreased to 2s, from 3s.
- Damage over time increased to 10 over 2s, from 9 over 3s.

Antimatterizer:
- Beam width increased to 130, from 100.
- Max charge time reduced to 1s, from 1.5s.
- Damage per hit increased to 6~13, from 5~12.
- Bonus damage against vehicles increased to 50%, from 0%.

HMG:
- Damage reduced to 6, from 7.
- Tracking reduced to 25, from 50.
- Reload time increased to 4s, from 2.5s.
- On-hit slow increased to 30%, from 25%.

Medi-Gel Launcher:
- Healing increased to 10, from 6.

Flamethrower:
- Rate of fire reduced to 0.06s, from 0.05s.
- Clip size reduced to 60, from 80.
- Range reduced to 160, from 200.
- Now does less damage to targets more than 80 units away, with damage decreasing with range.
- Overheat recovery threshold reduced to 25% ammo regen, from 50%.

RPG:
- "Laser sight" reticle now extends out to the max distance of its rockets.
- Now properly aims at targets above or below the user.
- Aim time increased to 1.75s, from 1.25s.
- Projectile speed reduced to 1200, from 1400.

Auto-Turrets:
- Fixed numerous bugs; turrets should now be targetable again, and all weapons should now damage them properly.
- Health reduced to 100, from 150.

Invisibility:
- Human players within 600 range units of an invisible Squid player will now see an "invisible squid nearby" icon above their character.
- Aiming weapons like the Rifle and RPG now breaks invisibility.

We hope you enjoy the new game mode! Game modes will currently rotate every four maps. We have plans to implement a voting system in the near future. Keep an eye out!

If you want to keep up with our progress, please join our discord channel: http://discord.gg/squidsfromspace

With love and death rays,
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