Strict literal translation, no‑meaning modification
Revise BGM to three‑independent ducking pipelines (‑50% volume under normal in‑game load, −25% on local‑player fire, −25% when the local player receives damage); instant volume drop followed by exponential slow‑rise and fast fall, with a 3‑second‑long recovery cycle.
Match and Team Mode
Maximum player capacity adjusted from 6 to 12 (default value 8). Capsule item colour matches team colour, ground ring colour matches individual‑player colour.
Add new PvE (AI‑populated red team), 2‑player Duos and 3‑player Trios modes. Redesign the voting panel as a 2×3 grid layout.
Restructure player‑count anchoring: dynamically add or remove AI opponents in real‑time. Commit the maximum‑player setting only when a round ends, and bind all game logic to this committed value.
Exclude the PvE option during random team‑mode voting.
Menu and Room System
Single‑player button opens Create‑Game to bring‑up the create‑room popup; the Online entry corresponds to Join‑Game. Extract the reusable RoomCreateDialog component.
Respawn and Colour Configuration
Under non‑FFA modes, the respawn position always selects the nearest valid spawn point to random alive teammates. Spawn positions avoid enemy ground rings and maintain minimum‑required spacing.
FFA available colour palette expanded from 8 to 12 entries. Bots pick unoccupied colours.
HUD Display
Kill notifications adopt pre‑baked white weapon silhouette icons.
Unify all‑player‑ID rendering rules: ID text uses the player‑assigned colour; the local‑player ID carries a white outline. This rule covers small scoreboard, ESC scoreboard, kill feed, chat messages, MVP label and victory podium, team‑selection UI. The top‑left self‑score label also gets a white outline.
Raise the vertical position of the MVP identifier.
Nuclear Bomb Overhaul
Two separate random pools: colour‑only pool, colour‑exclusion pool and weapon‑only pool (empty slot defaults to dagger). Play coloured screen notification on grand‑prize spawn. Load‑out items are sampled from the filtered pool, and instant‑use consumables are excluded from initial equipment.
Three random weapons sampled from the survivor pool are issued when each round commences.
Add a "Trigger Nuke" button to debug tools.
Trait System
Positive bonuses adopt linear stacking: +33n%. Negative debuffs adopt non‑linear calculation by multiplication of 0.67ⁿ, the value converges close to 100% and will never reach zero. Projectile quantity increases by 33% per stack, rounded to integer. Dual‑wield does not consume the six‑trait upper‑limit. Minor prizes grant +100 score plus one trait level‑up; grand prizes grant +666 score and max‑out all traits.
All localized trait names shall contain no more than six characters.
Dual‑Wield
Unified dual‑wield ammo rule: magazine capacity ×2, ammo consumption per shot ×2, two projectiles fired on one trigger pull.
Lasercannon: reuse satellite‑phone beam visual effect, emit straight beam from muzzle, support normal aiming, instant hit and collision clipping; render thin‑style beams. Under dual‑wield, two muzzle beams intersect at crosshair and spawn multiple projectile beams.
Dual‑wield satellite‑phone generates independent impact marker for each beam.
Dual‑wield spears own two independent hit‑boxes with standard detection range. Visual indicators are bound to each hit‑box, and the two spear tips intersect nearby the aiming position.
Game Feel & Bug Repairs
Bomb knockback strength divided by three.
Fix the known top‑edge cursor‑escape fault, keep the borderless MouseGuard function preserved.
- News and updates
- Capsule Carnage: Don't Press That
- 0.10.0 Patch Notes
Source: Steam Community (opens in a new tab)
