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ChangeLogs August 2018 – Part #2

Hey everyone!

Here comes our second update. Check below to see what’s new!

— GAMEPLAY —

  • Boost Gauge:
    • Reloading time is up to 12 seconds (previously: 5 seconds).
    • Cost of the different movements:
      • Bounce: 10% (previously: 25%)
      • Forward/Backward dodge: 25%
      • Right/Left dodge: 10%
      • Super Jump: 50% (previously: 100%).
      • Wall dodge: 10% (before this update, doing wall dodges reloaded the boost gauge by 15%).
  • New pickup: Boost pickup is now available! It gives a 10% boost with a respawn time of 10 seconds.

  • One-Tap Dodges (or wall dodges) settings available. You will find this setting in the “Commands” submenu. To use it, you have to press the dedicated bind and then the directional input when you want to dodge!


— UI —

  • Flag icon added when you carried the flag in CTF mode.

  • Colored Team death message: from grey to blue or red.

  • Locations of “Round scores” and “Team scores” are now switched.
  • Scoreboards updated: Players ID is now drawn.


— TEAM INSTAGIB GAMETYPE —

  • Weapons & beams are now colored according to your team.


— FIXES —

  • Capture The Flag: warmup available.
  • Local: Number of bots is selected by step of 1 (0 to 10).
  • The “Escape” key can’t be bound.
  • New default setting for SuperJump.
  • Shotgun hit sound fixed.
  • DM-Mars: some collisions fixed.

— IN TEST —

  • New player boost gameplay.
  • Servers list and connection directly from a game.
  • FootSteps 3D Spatialization.

That’s all for today.

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ChangeLogs August 2018 – Part #1

Hey everyone!

We are starting this month with our first update. Check below to see what’s new!

— GAMEPLAY —

  • Teleporter: Collision Radius is bigger (165 uu instead of 102).
  • Player:
    • Air speed clamped to 2000 (previously: 3180).
    • Air control up to 0.60 (previously: 0.5).
    • Bounce speed is now clamped at 1750 (previously: infinite).
    • Bounces are a bit higher.

— UI —

  • Scoreboards Updated
    • DeathMatch

    • Team Games

    • Arena Royale

  • Weapon ammo status

  • Arena Royale: display of the number of lives left available.

— ADMIN MENU —

Pause feature added in the Admin Menu

>> When the game is unpaused, it restarts after a countdown.

— SOUNDS —

  • New chat beep message.
  • The announcer now says [“3” – “2” – “1” – “PLAY”] instead of [“beep”- “beep”- “beep”- “PLAY”].
  • Weapon pickup & zoom sounds are now correctly categorized (sound volume management impact).
  • Carnage spawn sound is now lower.
  • Electrogun sounds are now fixed.
  • Weapon pickups respawn sound is now audible.
  • Team announcer >> Replacement of:
    • “Alpha Team Scores” with “Red Team Scores”
    • “Omega Team Scores” with “Blue Team Scores”
    • “Alpha Team takes the Lead” with “Red Team takes the Lead”
    • “Omega Team takes the Lead” with “Blue Team takes the Lead”

— MAPS —

  • New Proto Map: CTF-Embed_Init

  • New Proto Map: CTF-PowerPlant


That’s all for today.

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ChangeLogs July 2018 – Part #2

Hello everyone!

A new update is available. Check below to see what’s new in the game!

— MATCHMAKING —

In the testing phase last week, we release the first version of our matchmaking.
Basically, you just have to click on your favorite game mode and let’s go!
The matchmaking prioritizes servers quality (best ping) for you. 🙂

 

— MOVEMENTS —

  • Dodges added!
    So now you can dodge, wall-dodge, bounce, jump and super jump!
    While wall-dodge reloads your boost gauge, a simple dodge consumes it by 40 %!

 

— GAME MODE : ARENA ROYALE UPDATE ! —

  • Warmup : 60 seconds.
  • 7 lives.
  • At the first spawn, a player only has the melee weapon.
  • Arena Royale integrates a “Gun Master” mode: the player gets the weapons based on the number of frags and deaths :
    • 1 frag: unlock Plasma.
    • 2 frags: unlock Electrogun.
    • 4 frags: unlock SMG.
    • 6 frags: unlock Shotgun.
    • 8 frags: unlock Grenade Launcher.
    • 10 frags: unlock Rocket Launcher.
    • 12 frags: unlock FlashRifle.
    • 15 frags: unlock Sniper.
  • In order to be fair, when you died several times, your inventory will evolve as below:
    • 2 deaths without frag: unlock Plasma.
    • 4 deaths with less than 2 frags: unlock Electrogun.
    • 6 deaths with less than 3 frags: unlock SMG.
  • When a weapon is unlocked, you respawn with it.

 

— MAPS —

  • New map: AK-Isotropic

Isotropic is a new Arena Royale map, smaller than AK-PlayGround, it will be perfect for close combat!

 

  • DM-BlutArena: some heal pickup added.

 

— WEAPONS —

  • Rocket launcher: Damage radius up to 850 (750).

For more information: check our google doc

 

— SERVERS —

  • North America servers are now available!

That’s all for today.

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ChangeLogs July 2018 – Part #1

Hello everyone!

We are starting this month with our first update. So let’s see what is going to change.

— GAMEPLAY —

Team Announcer: Now announces Blue/Red team instead of Alpha/Omega team.
Electrogun removed from spawn default inventory.

 

— WEAPONS —

Electrogun: Ammo up to 40.
SMG: Ammo up to 50.

For more information: check our google doc

 

— CONNECTION STATUS —

Server connection failed: addition of an error feedback window (wrong password, server full, game not up to date, etc.).

 

— SERVER MASTER LIST —

Server player’s slots management: A spectator is no longer counted as an active player on the server master list.

 

— CHARACTER —

Player Physic asset collision: New collision definition to prevent some hitbox problems.
Player Color: New strategy. We replaced Alpha & Omega with Red & Blue Team.

 

— SOUND DESIGN —

Global sounds attenuation reviewed (fire/impact/explosion). Reverb added for some weapons firing sounds.

>> Correction of footsteps sounds.

 

— MAPS —

DM-Basement: the map is a bit larger

DM_Basement Before/After

 

DM-Fuse: Larger doors and rooms + some collisions fixed

DM-Fuse Before/After

DM-Fuse Before/After

DM-Fuse Before/After

 

DM-Creuset: a wall was moved in order to improve movements

DM-Creuset Before/After


That’s all for today.

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ChangeLogs June 2018 – Part #2

Hello everyone!

It’s time for the 2nd part of this month’s update. Well, let’s get started!

— WEAPONS —

Global weapons balancing :

  • Check our google doc to know what changes were done (damages / fire rate / etc..).
  • Mid-Air rocket and grenade: Damages are now multiplied when you do a mid-air with a rocket or a grenade!

Two secondary fire added :

  • SMG burst!
    • Primary Fire: Fire Rate is about 0.132s.
    • Secondary Fire (burst): Fire Rate is about 0.085s, fires 5 ammo and reload in 1 second.

  • Shotgun shells bounce!
    • Primary Fire: Fire Rate is about 0.45.
    • Secondary Fire (burst): Fire Rate is about 0.75s. Booth mode fires 10 shells.
    • /!\ Warning to suicide 🙂

— UI CHANGES —

UI Damage Effect : Red screen intensity was adjusted. It is more present than in the last update.

Damages Popup : Works correctly now with the shotgun

 

— PRIVATE SERVER —

Now private servers are listed, you join them directly from the main menu.

 

— SERVER ADMINISTRATION UI —

How to administrate my server in-game? It’s easy:

  • Press “Esc”,
  • Enter your password,
  • Click on admin icon 🙂

You can kick, ban, mute players and switch server maps!

 

— MAPS —

We broke some wall in DM-Creuset! The map is now a bit larger, take a look here :

PROTO (maps in dev, can be removed or subjected to large structural modifications).

>>> DM-BlutArena (1v1 to 2v2)

>>> DM-Ross

>>> DM-Remaining

 

— OTHER CHANGES —

  • Network: Gamedir correctly set from engine settings and steamworks ;
  • Team UI spectator: score UI is now drawn correctly ;
  • CTF: sometimes you could see wrong mate colors after team switch (first spawn only). It will be fixed now ;
  • Fix local game launch menu: You can start a game without adding a map to the list ;
  • Bots staying on servers: Bots are now kicked at the end of each game ;
  • Announcer: correction of the voices for “remaining kills” ;
  • Player score and deathmatch score limit: when a player does a frag, his score is incremented by 5. In the previous version player score and player kills weren’t differentiated. Now they are! The end game is triggered by player kills and not by the score.

That’s all for today.

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Stay tuned!

ChangeLogs June 2018 – Part #1

Hello everyone!

Today, the update is focused on the tutorials and the spectator view (version 1.0).

— TUTORIALS —

5 tutorials will help you to learn all the movements you can do in Master Arena.

You will also be able to test each one of the 9 weapons and the pickups without forgetting how to do a grenade combo 🙂

This is the first draft, so do not hesitate to give us your feedback about your experience.

 

— SPECTATOR VIEW —

More information is now available.

You will be able to display:

  • Multikill combo ;
  • Damages popups ;
  • Ping + packet lost ;
  • Seeing players through the walls.

 

— CAPTURE THE FLAG —

  • Rounds Transition screen added.

 

— OTHER CHANGES —

  • Weapon sounds adjuments : 3D Spatialization / Low & High pass filters ;
  • Fix crash menu when trying to set the localization ;
  • Fix local game launch menu: sometimes the match won’t start ;
  • Fix unsaved crosshairs settings in game ;
  • Weapon pickups: Optimization -> Textures were simplified.

That’s all for today.

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Stay tuned!

ChangeLogs April 2018

Hello everyone!

We are back after a long time of silence with the introduction of a large update for the game. Without further delay, here’s the changelog :

— NEW MOVEMENTS MECHANIC —

  • Added bounce ability: if jump button is pressed before landing, the player will bounce off the wall when touching it (this consumes boost gauge);
  • Super jump boost: You can now use the “Super Jump” ability at any time, but the jump boost depends on the gauge state;
  • Wall-dodge + boost: After a wall-dodge, you can press the jump button in order to use the boost ability;
  • Wall-dodges: Reload 10% of the boost gauge.

Movements are still a work in progress. Some values and codes will be adjusted. Please, take this into consideration.

 

— NEW AUDIO ENGINE: WWISE —

All SFX sounds have been re-integrated into Wwise.

SFX sounds include :

  • Weapons sounds : Fire / Reload / Switch
  • Bullet and beams : Propagation / Impact
  • Player Movements : Footsteps / Jumps / Wall-dodge
  • Pickups : Heal / Weapons / Carnage
  • etc…

A lot of filters/attenuations and sounds volumes are still in need of adjustments.

 

— BOTS —

Some fixes about stuck issues.

 

— WEAPONS DAMAGES —

Adjustment of the damages for the following weapons :

  • Electrogun
  • Plasma
  • SMG
  • ShotGun
  • Grenade Launcher
  • Rocket Launcher
  • FlashRifle
  • Sniper

More information about the adjustments available here: https://goo.gl/vQHoqP

 

— MAIN MENU —

  • Modification of the disposition of the information in the Main Menu

Main Menu Modification

  • Menu animations added
  • New color picker

PickerColorModif

  • Addition of :
    • an invert wall-dodge input logic button;
    • a hit sounds slider;
    • a test sound button for SFX, Announcer and Hit Sounds;
    • a limit max of the FPS to 145.

 

— CROSSHAIR MENU —

  • The last crosshair selected during the previous configuration is now preselected (in red) when a weapon is selected;
  • Unique crosshair setting added.

 

— PLAYER COLORIZATION —

  • 3 configurations available :
    – Your main color settings: visible by all the other players on DeathMatch;
    – Enemies colors;
    – Friends colors.
  • Ability to force the colors settings for DeathMatch game type.

 

— HUD —

More settings added :

  • Draw speed value ;
  • Draw virtual keyboard ;
  • Draw Ping and packet loss.

Of course, you can set it on/off as you want from the menu.

 

— PLAYER STATS – GLOBAL RANKING & ACHIEVEMENTS —

  • A new design of the player’s stats UI at the end of the game;
  • Players stats with global ranking added in the Main Menu;
  • 13 Steam achievements available.

Stats, achievement, and rank can be reset at any time!

 

— “PRE-PRE-PRE-EARLY-WORK-IN-PROGRESS” IN GAME EDITOR AVAILABLE! —

We are publishing this feature in order to test it outside of our circle of developers.

Our wish is to build an easy-to-use level editor without limiting your options for the level design. It is the reason why in this first version, there are modular meshes that you will need to put in place one by one.
According to your feedback, we could develop/shift toward a system with prefabricated components.

Do not hesitate to send us your maps (from the forum), we will add them to a server dedicated to your creations.


That’s all for today. If you don’t have access to the game, the team encourage you to join us on facebook/twitter and to follow the instructions 🙂

Stay tuned!

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