Here are the list of changes in the 8/11 update.
Minecaster
We've made some balance changes to the minecaster to reduce it's effectiveness, hopefully turning it back to the tactical weapon we want it to be versus the weapon that is most effective at just spamming entire missions. There's a couple major changes that we'll be testing:
- Currently the firing recover time isn't properly respected, allowing you to refire faster than intended. Now the reloading of mines won't happen until after that recovery period, effectively reducing the base rate of fire to intended levels.
- Mines now reload individually, taking longer per mine. Currently you get a full clip every 1.5 seconds and with the new changes it'll 1.5 seconds for 1 mine, 2 seconds for 2 mines, and 3 seconds for all 3 mines. You can interrupt the process at any time to fire, and it'll fire however many mines are available.
- Friendly fire scaling will no longer protect you from self-damage. This means spamming mines in short range will likely hurt you as much as it hurts your target.
With these changes we hope the minecaster is still very powerful, but no longer so overpowered that it completely removes the decision of what weapons you want in your hands. Fun and not game breaking is the goal here. :)
Ghosting / Anti-harassment
We've extended ghosting to ensure that it affects weapons as well, so that obnoxious players aren't able to spam you with explosive weapons and whatnot in the Bent Horizon. We'll also be adding checks to matchmaking to prevent players you've ghosted from ever joining your games. Later on we'll add a vote-kicking option so that obnoxious or idle players can be removed by majority.
Longer term we'd love to find a much simpler way to ghost players, perhaps borrowing the "talk to the hand" feature that seems to work really well in Rec Room. Suggestions from other experiences that you've seen handling this well would be appreciated.
Safety's on
Gun fire has been banned in the Bent Horizon now. We'll be adding a firing range later this month to test our your latest upgrade before jumping in the mission, and in the meantime no more shooting other bar patrons - save those bullets for the anthromites.
More customization options
Several new vests have been added, including a vest that's unlocked for anyone who joins us in the first month of Gunheart early access! New unlocks have been added as well for even more vests to earn.
Gun latency
We've started the process of masking/reducing gun latency by adding more client side simulation of firing and impacts. We'll be rolling out changes in stages over many updates to get feedback from players on how the changes are improving their experience.
We're also working on improving the hit impact effects and animations to improve the feedback of landing shots, as well as introducing new crosshairs, but these will come in a patch later in the month.
Advanced locomotion: smooth rotation
In the spirit of exploring all the various ways that VR works best for different people, we'll be exposing our experimental implementation of smooth rotation options for both Vive and Oculus users. On Oculus this is a standard implementation using the thumbstick and on Vive we've experimented with some advanced control using the d-pad in combination with the swipe gestures.
Additionally we've fixed a global issue with how we were handling rotations. Previously any rotation was based on playspace origin which could cause you to rotate into geometry and could cause some disorientation. Now we rotate based on your HMD world position relative to the playspace origin as expected.
Health/Shield indicators
We've added health/shield indicators on the in-game HUD to provide better feedback of when you're taking hits and when your shields are recovering.
Death disc
We were hoping to have the death disc available with this fix but unfortunately we ran into issues so the death disc is still locked. We will work to have this weapon available and ready to play with our monthly update.
Misc bugfixes/improvement
- Hit animations were only playing on the first hit for most creatures, this has been fixed now
- Attempts to improve loading flow, including ducking in/out global volume during map transitions
- Money pumps fixes and improvements, sequences now auto-activate on timer versus requiring UI confirmations
- Can now specify strafe direction to be head relative instead of hand relative
- Can now specify strafe on touch versus press for Vive users
- Fix for combo weapons juttering for strafing players
- Sniper rifle 'piercing shots' mod now unlockable
- Ghosted players will no longer be invisible in brawl matches
- Option to disable the down field weapon reticles added
- Bounty difficulty now shows up on the active server list, increased text size for readability and added scrolling
- The persistent 'humming' sound bug from the multi-tool should be fixed (yay!)
- Player name, level, title and cash now added to the in-game menu
- Added reserve spots for friends joining lobbies to make it easier for friends to get into the same instances
- Fixed issues that were preventing players from joining a lobby that matches their region
- Audio volume is no longer muted if focusing another window
- Base respawn costs have been reduced globally
