This update brings many of the performance issues back in line and sets the stage for better tournaments and gameplay experiences for the future.
Performance Improvements
- Reduced update rate of fading system for improved performance
- Added "Soft Particle" toggle in video settings (turn off for better performance)
- Improved enemy spawn performance
- Recuded physics update rate for improved performance (does not affect arrows)
- Dramatically improved statistics tracking performance
- Reduced multiplayer CPU usage
- Regenerated occlusion culling data lost in Unity 5.6 upgrade
- Disabled Elite Auras for performance testing
- Re-Implemented x64 requirement after 5.6 removal
- Teleporters all now share a single network access point for improved performance
Gamplay and Difficulty Changes
- Changed combo difficulty multiplier to curve instead of linear formula
- Gate 2 and 3 restore requirement now increases by 5 each time it is restored
- Gate 1 restore requirement now increases by 1 each time it is restored
- Added draw-length slider to settings menu for those with smaller wingspans
- Quiver arrow-draw cooldown now disabled in singleplayer
- Shooting flying enemy bombs now counts as a normal enemy hit
Spectator Changes
- Spectator should now be able to speak in multiplayer using Push-To-Talk
- Player nameplates now visible while spectating
- Spectators can now move between teleporters using left trigger
- Spectators can now move to disabled teleporters
- Quick Spectate changed to Bow-Hand Grip+Touchpad
- Spectator camera screen size increased 40%
- Spectator moving to gates will no longer cause them to close
- New gameplay setting panel (Spectator) with Movement Time slider
- Added initial spectator camera UI
Other Changes and Fixes
- Fixed cave particles when soft-soft particles are turned off
- Tutorial button re-enabled in single player
- Workshop Uploader now provides useful error codes
- Fixed reflections in watch tower
There will also be another announcement later today regarding the immediate future of QuiVr development, so stay tuned for that!
