Gameplay
New Mode: Deathmatch
- Players: 1v1. 6 minute time limit. Highest KO count at the time limit wins. If score is tied, a 60-second overtime engages, spawning a Death Shroud which forces players toward the center.
- New Deathmatch Map: DM_Cleave
- New launch options for running Deathmatch LAN 1v1's using 3 PC's. "-dmdemohost", "-dmdemoleft", "-dmdemoright" should be run on the server, blue player, and orange player PC's respectively. Will automatically launch DM_Cleave.
Results Screen
- Added a Results Screen at end of match. Breaks down player performance with a new grading system.
- Cleavage: Offense. Based on damage dealt and shatters over time.
- Tenacity: Defense. Based on ratio of damage taken to damage blocked and times shattered per minute.
- Luster: Agility. Based on number of blinks & quality of each catch.
- Streak: Duty. Depends on game mode. In Heartbreak, Streak is awarded for collecting Salt and dealing damage to the enemy Heart. In Deathmatch, it simply counts shatters.
Torchwave
- Adjusted blink mechanics to be more forgiving on whiffed catch.
- Removed silence penalty for missed catches. (was 0.4s/1.2s for near-miss/whiff)
- Torch creation cost increased from 3 to 6 (implicitly affects the cost of Light Bombs as well)
- Maximum cost of blink miss catch (total whiff & near-miss) decreased from 8 to 6
- Torch "near miss" distance is now calculated client-side (this should reduce energy loss for players with high ping)
- Adjusted Torch path prediction logic to minimize potential for rubber-banding. (Blink will still be aborted if the Torch is intercepted mid-flight.)
Light Bombs
- Made Light Bombs easier to throw (requires ~0.06s over 2.5m/s instead of ~0.09 over 3m/s)
- Light Bomb activation state is now calculated client-side (this should make throwing Light Bombs more consistent for players with high ping)
Sword
- Increased velocity of high-density Blade Beams
- Adjusted the appearance of the Sword Blade Beam targeting assist
Rod
- Increased Rod reload cost from 35 to 70
Misc
- Menu button must be held for 0.5 seconds to open menu
- Added new launch option "-disablelowlatency". Disables low-latency rendering updates on controllers. May cause controllers to appear further behind than they actually are, but eliminates rubberbanding under high CPU load.
- Spectator camera now automatically follows target's facing direction if mouse left idle
- Improved spectator camera follow logic to not chase whiffed Torches too much
- Pawns no longer fade-out at end of game
Bugfixes
- Fixed a bug where if a Torch was thrown from within the Prism of an adjacent cell, blink would abort unless the Torch was picked up
- Fixed bug in Salt Run where salt was instantly redeemed on yank
- Fixed bug where the match timer wasn't properly replicated
