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SFS Update Live! New Features!

SQUIDS FROM SPACE UPDATE LIVE!

New Features

-End-of-round sequence overhauled! Now you get to vote for MVPs, show off your customizations, and see what kind of interesting stats you compiled during the round!
-You can now wear a hat and have hair at the same time! WHHOOOOAAAAA!
-In-game voting is re-enabled!
-Lots of additions to our backend tech, to prepare for even more features to
come...!

Tweaks & Bugfixes

-Holiday/Special customization should load properly once again
-Many UI usability and polish tweaks
-Car resource spawners no longer respawn their front and back bumpers
-In CAH, flags no longer shuffle their position if they are returned within the fast-return radius
-Airstrike decals now fit the damage area much better
-Resource audit for Mars maps. Goal is to bring it more up to speed with the current design structure for resource placement, and to lessen the advantage Squids have on the Mars map due to how many resources that Harvesters can easily steal from the human side
-Resource vehicles should now properly be affected by explosions
-Squidifying a human driving a vehicle will now properly show up on the kill feed
-Weapon lockers now correctly display non-starting weapons for late-joining players
-Various network performance tweaks
-Vent jumping into the front of the bases on Moonbase is now easier, although you still need to sprint in order to perform it
-On Moonbase, civilians no longer spawn in the covered southmost area. They have been moved up to the central northern area of the map
-Civilians should no longer spawn in the same spot twice in a row
-Large units should now spawn at the correct height
-Non-timed notifications will no longer be visually passed on to the timer notification bar and get stuck
-Cursor now changes to a pointer when in menus
-New players should no longer see "Untitled Accolade" on their rank card
-Jump no longer triggers when pressing jump button while in menus
-Various AI tweaks, especially around fences
-Disintegrated players should now properly play death animations

Balance changes

-Decreased the amount of move speed boost flag carriers get with higher numbers of helpers. Move speed values are now as follows:

0 helpers: 0.4 (unchanged)
1 helper: 0.5 (unchanged)
2 helpers: 0.55 (was 0.65)
3 helpers: 0.6 (was 0.75)
4 helpers: 0.633 (was 0.85)
5 helpers: 0.667 (was 0.9)
6 helpers: 0.7 (was 0.95)
7 helpers: 0.7 (was 0.95)

-In CAH, leaders now spawn 45 seconds into the round instead of at round start.
-The Squid technology "Invisibility" has been renamed to "Phase Shift".
-Phase Shift now grants a 25% move speed boost while active, except while carrying the enemy leader.
-Squids now start new rounds with 50 energy, the maximum for level 1. If a power is used before the round starts, it does not cost energy.
-Squids now generate 30 energy on a kill at level 1, increased from 20.
-Squid players controlling squidified humans can now generate energy and use Squid technologies.
-If a Squid foot soldier kills an Assault Mech, they now gain energy. Energy awarded is 2x the amount awarded for killing a soldier.
-Materialize Tank no longer places a temporary 5x damage amplifier on the summoned Tank. Instead, it now spawns the Tank after a 2s delay.
-Entering and exiting a Crawler Tank is now much faster. When exiting a Crawler Tank, the Squid bowl is launched up and forwards.
-Resource locations on Mars Crash Site have been adjusted to bring it more in-line with the other maps.
-Assault Mech direct-hit Smash radius increased to 80, from 60.
-Omega Cannon now knocks units back and briefly stuns, even large units

Freeze Ray Changes

-Freeze Ray & Mega Freeze Ray fire one shot at a time now, like other standard automatic weapons. They no longer fire in bursts per trigger pull.
-Freeze Ray & Mega Freeze Ray have had their visuals and audio adjusted to feel more impactful.
-Freeze Ray range decreased to 550, from 650.
-Freeze Ray damage increased to 15, from 14.
-Freeze Ray time between shots decreased to 0.3s, from 0.5s.
-Freeze Ray magazine size increased to 7, from 6.
-Freeze Ray spread increased to 7.5 deg, from 6 deg.
-Freeze Ray tracking increased to 75, from 50.
-Freeze Ray reload time increased to 1.75s, from 1s.
-Mega Freeze Ray damage increased to 15, from 14.
-Mega Freeze Ray tracking increased to 75, from 50.
-Mega Freeze Ray time between shots decreased to 0.3s, from 0.65s.
-Mega Freeze Ray magazine size increased to 11, from 9.
-Mega Freeze Ray reload time decreased to 1.75s, from 2s.

KNOWN ISSUES

-End-of-round sequence is still a little rough around the edges, visually
-Friends Online list does not populate with correct information
-Clicking on an entry in the Friends Online list does not do anything
-Tanks making human pain noises
-On Mars, player character is rotated oddly
-MVP chooser is not reliably choosing highest stat value out of all players (eg, person with 2 Multikills was MVP candidate, but another player had 3 Multikills)
-Assault Mech Smash attack still seems to be too difficult to direct-hit
-Mechs making human hurt noises, too (same issue as tank)
-Entered mech with sticky bombs equipped, sticky bomb icon got stuck visible
-Human flag capture point on Mars CTF seems too big?
-You can materialize tanks in areas where you can't even reach them and still use up your energy