Hello everyone! Sorry for the lack of updates! We've been working on many many new features and things! In the meantime, here's some balance changes and bug fixes that really needed to be addressed. There are some found issues in this current update, so be sure to read up on them at the end of this post.
NEW
- Joining a friend via the in-game friend's list (on Main Menu) will now actually attempt to put you on the same team!
- Squid Tanks and Human Mechs now ragdoll when killed in midair, killed by a jeep, or killed by a RPG
BUG FIXES
- Squid AI's no longer pick up Minisquid Guns from weapon lockers
- There's now an option to choose between 'Twin Stick' and 'Tank' movement controls for Large Vehicles (Mech/Crawler Tank) in the Interface Options
- Human customizations were updated to use a different material system. Now all your pinks will be the same pink, all your yellows are actually yellow... etc. This will make it easier for us to add more colors in the future
- Found and fixed many major performance bugs. Let's just say... Chickens were involved
- AI Harvesters will no longer be affected by certain air vents on Moonbase/Mars. It messes with their pathing
- Female characters now have footstep audio... :P
- Wormhole SFX now properly remove after closing
- 'Start Vote' option no longer appear in Practice Mode
- Players now ragdoll when dying in midair (no more weird death animations in the air)
- Game no longer hitches on Main Menu after booting
- Customizations are now sorted by Default > Level Locked Items > Specials
- No longer see character pawns load in before they're clothed. No more streamers saying "Why is everyone naked??" when a new game begins
- FIXED BROKEN PICK-UP/DROP ANIMATIONS WHEN ATTACKING AND PICKING UP OBJECTS AT THE SAME TIME
- Ragdolling towards the camera will no longer occur for environmental deaths (no more dying in a river and suddenly seeing your body fly at the camera)
- Fixed Mech Punch radius; it wasn't supposed to be that big
- Player icons no longer appear below vehicle icons
- Squids can now properly shoot through frozen human corpses
- 4x4's should now properly pick up health pickups
- More optimizations!
BALANCE CHANGES
Capture and Hold
- When a flag is dropped after a round has been going for over 11 minutes (meaning that the flag's return time is over 40 seconds), standing inside the dropped flag's return volume has increased effectiveness per player above the first. In short, the rewards for proactively trying to return your flag as a team have been increased when the round is over 11 minutes old
Magno Blaster
- Reflected projectiles now reflect back at the target, instead of reflecting over the Magoblaster's forward axis as if it were a mirror. RPG users beware!
Assault Mech
- Sprint duration increased to UNLIMITED, from 1s
- Sprint cooldown reduced to 2s, from 5s
- Move speed reduced to 275, from 325
- Sprint speed reduced to 480, from 650
- Turn rate reduced to 120 deg\sec, from 150
- Max health reduced to 500, from 550
- Smash cooldown increased to 3.5s, from 2s
- Swarm Rocket damage reduced to 10, from 15
- Swarm Rocket anti-vehicle damage multiplier increased to 1.5x, from 1x
Crawler Tank
- Move speed increased to 300, from 275
- Death Ray Repeater damage reduced to 10, from 12
- Death Ray Repeater time between shots increased to 0.33s, from 0.25s
- Death Ray Repeater anti-vehicle damage multiplier increased to 1.5x, from 1x
Moar Changes
- Handcuffs attack lockout duration decreased to 3s, from 5s
- Freeze Ray damage increased to 14, from 11
- Freeze Ray projectile speed increased to 1400, from 1350
- Freeze Ray projectile spread decreased to 3 degrees, from 4
- Freeze Ray while-firing movement speed increased to 80%, from 65%
- Freeze Ray projectiles now apply a 30% move speed slow on hit to foot soldiers (but not vehicles)
- Mega Freeze Ray damage increased to 14, from 13
- Mega Freeze Ray projectile speed increased to 1500, from 1400
- Mega Freeze Ray projectile spread decreased to 5 degrees, from 7.5
- Mega Freeze Ray while-firing movement speed increased to 80%, from 65%
- Mega Freeze Ray projectiles now apply a 30% move speed slow on hit to foot soldiers (but not vehicles)
- HMG projectile on-hit slow removed.
- HMG projectile damage decreased to 5, from 7
- HMG time between shots decreased to 0.1s, from 0.11s
- HMG magazine size decreased to 40, from 50
- Rifle aiming time increased by to 0.55s, from 0.45s
- Rifle magazine size decreased to 1, from 8
- Shotgun time between shots increased to 0.67s, from 0.5s
- Chemical Launcher initial damage reduced to 5, from 15
- Chemical Launcher damage over time duration increased to 2s, from 1.75s
- Chemical Launcher damage over time increased to 35, from 30 (over 2s)
- Auto-Turret health increased to 150, from 100
- Auto-Turret damage decreased to 7, from 8
- Auto-Turret time between shots increased to 0.33s, from 0.25s
- RPG projectile range decreased to 750, from 850
- RPG projectile speed decreased to 1050, from 1200
- RPG projectile medium-range damage decreased to 40, from 60
- RPG projectile long-range damage decreased to 20, from 30
- RPG aiming time increased to 1.9s, from 1.6s
- RPG while-aiming movement speed decreased to 35%, from 50%
- Assault Mech Smash insta-kill radius decreased to 60, from 75
- Assault Mech Smash damage vs. vehicles reduced to 250, from 300
KNOWN ISSUES
Major
- There is navmesh on some maps in places there shouldn't be, and you can get stuck on it if you exit the 4x4/Rover near it
- AI can't navigate around or see through frozen corpses
- A bug is preventing the Magnoblaster from properly reflecting projectiles and dealing damage in many cases
- AIs in Practice Mode will get hung up on obstacles a lot
- Getting out of a wheeled vehicle in Practice Mode makes you unable to move
Minor known issues
- Passenger exit sequences for the Assault Mech, Harvester, and some other vehicles is janked up, although you should still always be able to exit them properly
- Nanite Beam will sometimes visually target props instead of your target, but damage should still be dealt properly
- After squidifying an enemy human, your sprint orb will sometimes disappear
- Burned trees have collision on the server but not on clients, causing movement weirdness if you try to move through them
- Crawler Tank right-hand Death Ray Repeater fires more often than the left one
- Getting into Harvester/Crawler Tank sometimes puts you in a state where you can still see Interaction effects/tooltips
- Sometimes, AIs in the passenger seat of the Assault Mech cause Swarm Rockets to continuously fire even after they exit