Build u0.6.1
Released 11/22/2024
- (FIX) ALL: Reload UI not showing health and battery fixed. The scaling of those and more will be updated with another UI update specific to the loadout screen later.
- (UPDATE) PHX: Thrusters leveling out fixed. There is no longer a seesaw effect.
- (UPDATE) ARENA: BK removes outer ring of palms. Center ones kept to maintain some variety in the arena.
- (UPDATE) GRAPHICS: Testing reflections in Practice Maulgrounds. They are always on right now, but may toggled off in the F4 settings under Reflections if they hurt your performance too much. Also, there is only one reflection level at this time (1 block above the terrain level).
- (UPDATE) ALL: Hit cues added above and below the crosshairs. Currently only colored red, they let you know what side you've been hit. This should help with shield shifting and general situational awareness since it isn't always obvious you've been hit.
Build u0.6.0
Released 11/19/2024
- (UPDATE) UI: More updates to in-game UI. Certain modules now show as buttons. These to improve a few things: = Better knowing what modules are loaded AND active at any time. = Buttons that may be clicked to toggle on/off making touchscreens like the RoG-Ally and SteamDeck much more usable in reg since you will no longer need to bind those buttons. --- The tank control panel contains toggle buttons for a few modules. --- Radar now has new +/- buttons next to the radar. --- Shields can be enabled/disabled by clicking them. = For missile wars they are a constant reminder there is more to the game than missiles!
- E: The UI may be scaled larger/smaller using the UI scaling slider in the F4 settings. These will keep being worked on. Also, the focused enemy box, and now personal stats may all be minimized.
- (UPDATE) MISSILES: Tank on tank collisions have been tweaked, and as a result the impact of being pulled into another tank while on a flat should be much less. Scorps still work pulling other tanks up a ramp and off a tank (and into the air) but with less effect than before. This is to try to reduce some of the RNG element of a scorp on scorp play, as well as keep two tanks within good proximity to each other to continue a fight (as opposed to spinning off).
- (FIX / UPDATE) REG: Shot locations causing rear shields to react should now be fixed. Turn boost has been lowered 50%. The aim with turn boost is to reward forward movement (attacking or juking) so hopefully it works out keeping some small form if it. The difference between stationary/backward and forward moving turning feel much less.
Build u0.5.8
Released 11/10/2024
- (FIX) The center of Compact has been fixed (there was an invisible mesh collider blocking the holes) and the mid ramps have also adjusted slightly too make the area a little more dangerous.
Build u0.5.6
Released 11/09/2024
- (FIXES) ALL: More fixes in UI with reg modules. Most if not all should now be fixed.
- (UPDATE) ARENA: New arena Compact in Impulse Wars. It is the smallest arena by area yet, but makes up for it by having playable areas under the bases. The arena design is not yet final. It also is meant to be a 4x4 arena (client currently shows 3x4). It has a rain effect that goes off in its morning hours, so if you have any frame rate drops due to it please let me know. This weather effect will also soon end up in DecemX and Fields of Glory as they run the same weather type.
Build u0.5.5
Released 11/05/2024
- (FIXES) ALL: A few small fixes with the in-game UI, i.e. shields, not updating properly. Night vision has been also been fixed. Night vision exposure changes with time, and must be toggled on/off to update to the latest.
- (UPDATE) UI: Lots of UI updates around the game to start making the game look more polished/final. This is still a work in progress but you can see the direction things are going.
- (UPDATE) UI: Tips are now per-mode and can be quickly closed using the Escape key.
- (UPDATE) WEATHER: Brining back dynamic weather systems; => Angles has a dust storm in the latter half of the day. => Braulin has snow in the mornings with clouds that will clear in the latter half of the day. This will eventually become every other day.
- wn bugs: A few other modules and switch weapons aren't updating properly in the tank control panel in total (fixing in the next patch - crosshairs still switch properly for now).
Build u0.5.4
Released 11/02/2024
- (UPDATE) IMPULSE: Fast lanes remain near base and will auto kick in (no more button necessary). They may be re-added to the bottoms of arenas like Angles and Stacked where gameplay doesn't work itself over too much.
- (FIX) ALL: NV toggle fixed. The implementation is basic one and will be updated over the next week to look better.
- (FIX) ALL: Some UI bugs <@796125633147043940> brought up - thanks!
- (FIX) ALL: Night time brightness fixed - it no longer gets so dark that you need NV (goal is to make this optional and remain purely for nostalgia purposes).
Build u0.5.3
Released 11/01/2024
- (UPDATE) ALL: Game tips pop-up when entering arena. This can be disabled and re-enabled in the F4 settings. ** Please submit useful game tips if you can come up with any! **
- (UPDATE) MISSILES: Pink Hot swaps can now be accessed instantly, making a drive by reload and switch now possible.
- (UPDATE) ALL: In-game UI updates with the aim of cleaning things up trying to make the Steam version look (and thus feel) more polished.
- (UPDATE) ALL: You can now min the enemy info panel and maintain a very brief one-line summary of the enemy target. This is for those who may not like how much space it takes up and instead opt for the minimalist view.
- (UPDATE) IMPULSE: Speed lanes added to Angles, Attic, and Braulin. There is a new key binding at the bottom of movement called Speed Lane Boost. You must press and hold the button down to get the speed boost while on a speed lane (similar to how you would sprint in a FPS). The current speed lane textures in place are placeholders.
- (UPDATE) GRAPHICS: Volumetric fog added to Angles, Braulin, and Baby Kahuna. In Angles the lower level is now a constant dust storm. In Braulin it resembles a marine layer that you can launch tanks above, and in Baby Kahuna it sits in the low cons and pits to add some variety. Performance hit was tested to be very low on a 3080Ti/3090 class GPU.
Build u0.5.0 (*Arch is here; game size increase from ~2.3gb to ~4.2gb*)
Released 10/23/2024
- (UPDATE) TOTAL: New mines types added: deact and impulse mines. The limit for mine types a player can drop is as follows: prox(30), deact(15), impulse(15), detno(1).
- (UPDATE) ARENAS: Arch added to Total Wars, and Rattle Cage returns updated to Phoenix Wars to push more maps that are a little less AB friendly.
- (UPDATE) UI: New button click sounds added for menus and selecting loadouts.
- (FIX) LITE: Random turret snap issue when re-centering near 180 degrees should now be fixed.
- (FIX) MINES/FLAGS: Mines and flags should now be fixed in Total Wars but more thorough testing is needed.
- wn bug: NV does not work since the URP upgrade (it will be fixed in u0.5.x). NV Enhancer will be removed since nights no longer get that dark and are playable without NV. The stock NV will be updated/fixed purely for nostalgic purposes.
Build u(URP)0.4.4
Released 10/14/2024
- (UPDATE) ALL: Camera smoothness is now a slider in the F4 settings. Default is 100%, though you may lower it to 0% (no smoothing) if you don't like the frame interpolation effect. Without any you may notice some jitter, which can alternatively be resolved by enabling vsync (also in the F4 settings).
- (UPDATE) ALL: Missile lens flare brightness reduced.
- (UPDATE) ALL: Some default keybindings have been updated to be a little more noob friendly out of the box.
Build u(URP)0.4.3
Released 10/12/2024
- (FIX) PRACTICE: More clean up of issues with radars switching between players and bots. Most if not all issues should be resolved now. An into message in the chat (after entering arena) also tells you the button to press to toggle between bot and player focused radars.
- (UPDATE) PRACTICE: RezNet kill counts now show up under stats in arena (also saved to stat sheets).
- (POTENTIAL FIX) ALL: Some users having issue with weapons getting stuck. I have not been able to reproduce this on my end, but rewrote a few things so hopefully the issue is gone.
Build u(URP)0.4.1
Released 10/11/2024
- (FIX) ALL: Yellow crosshair bug caused by the new frame interpolations (smoothing) detecting weather system in between frames (set to be ignored now).
- (FIX) BOTS: Better server sync which should resolve the "hp not decreasing" bug. Other improvements to radar/info panels as well - player and bot panels were overlapping before. This should also be resolved.
- (FIX) SOUNDS: Wall collision sounds fixed in Angles.
- (FIX) SOUNDS: Music volume slider works again.
- (UPDATE) REG: Changing tanks now automatically sets the default inventory so new players don't accidentally run into the field naked.
- (UPDATE) ALL: Jackals and Lites have increased turning acceleration and deceleration. This should make them feel less slippery. Phantoms and Mammoths are unchanged.
Build u(URP)0.4
Released 10/10/2024
- (UPDATE) PATCHER: RezPatcher is now the latest version of the patching system available on Google Drive.
- (UPDATE) ALL: Game should be now smoother, and if you still experience tearing you may try enabling VSync in the F4 options.
- (UPDATE) PRACTICE: RezBots updated. Some of them now move, making them more challenging to kill. They have varying hp and may be destroyed for earnable points in the practice arena.
- (UPDATE) IMPULSE: Angles back in.
- >>> !!! Let's get this build battle tested for the LAN event in a little over a week !!! <<<<**
Build u(URP) 0.3
Released 10/02/2024
- (UPDATE) Added grass to Braulin, Maulgrounds, ProjectX and Strife. It is disabled by default and may be turned on the F4 settings under grass (performance hit is around 15% on a 3080Ti)x. **Grasses respond to tanks so a cloaked tank could be spotted moving over grass - this may be removed for cloakers**.
- (UPDATE) Bots are now server synced so you will be able to see others fighting them. When a bot is engaged with that user, it will remain engaged to that user (it doesn't not switch until it disengages and another user fires on it). A bot engaged to you is now red, whereas it will be yellow when engaged to another. Soon they will be possible to destroy and earn points/stats.
- (UPDATE) In-game UI updates to chat and personal stats.
- (FIX) In-game target frame rate is now capped to 120 (the same as the physics rate). This resolves the jitter caused by going above.
Build u(URP) 0.2
Released 09/29/2024
- tinuing to the explore options and features of URP, this next build changes rendering from Forward to Forward+ (meaning it can now support up to 256 point at lights at once - up from 8). For fun just to verify it works without tanking your performance, the phased PK1 now fires 10 times per second. In a dark arena you can fire it and watch the glow travel away along the floors. Shadow distances have also been increased so there should be less shadow artifacts,
- (FIX) ALL: Sound distances. Some may still be loud, but most of them should sound about right now.
- (FIX) ALL: Tank explosions now show again.
- (FIX) ALL: Respawn screen (and updated version) has been fixed.
- (FIX) FIX: Infinite health/stuck bug when being destroyed by drones in phx wars.
Build u(URP)0.1 (*The engine update is here!*)
Released 09/27/2024
- (UPDATE) Exciting times: Rez has been updated to the latest version of Unity (Unity 6) and the URP graphics pipeline. This will enable Rez to slowly start upping its graphical game, and also improve rendering performance. Already the game has been updated to look AND perform better than Build 54.9 (for example this runs 60fps at 1080p (default settings) on a RoG Ally, and 100+ fps on turbo mode!) This is the first build that is really starting to feel "early access / beta" ready from my end, at least on the graphical front (which unfortunately is somewhat important).
- (UPDATE) Bots: RezBots updated to now fire back any weapon you fire at them. They will soon be un-instanced so players will see bots firing at others, theoretically allowing players to practice block cycling. And then beyond that, they will start to have health pools simulating perfect shielding - and players will be able to earn points destroying them.
- e notable new updates: => Barrel Cam (default / can be disabled in the options): Makes it feel like more like you're looking out of the barrel of your tank. => Shield animations: Shielded tanks now display flickering shields and hit animations. Surrounding arena walls also do as well. => Arenas: All updated to look better with better lighting and vegetation and/or other effects. => Better nights: NV is no longer required (and is totally broken in the build right now anyway - the goal is to no longer need it).' => HDR: Should now support HDR monitors better.
- first URP build is a standalone build. Once everyone using it seems to have little or no issues, we can move it back over to RezUpdater. ** Build 54.9 still works - though since Practice has been changed to Maulgrounds you may find others way above or below the floor. **
- . The image is May 2023 vs now. 🙂
Build 54.9
Released 09/13/2024
- (FIX / UPDATE) IMPULSE: Wall bounciness mod fixed, tanks will now bounce off walls in the air and spin as well making air shots a little more difficult.
Build 54.8
Released 09/12/2024
- (FIX / UPDATE) IMPULSE: Scorps immunity damage timer reduced. This will prevent saves unless the player is very close to the ground.
- (FIX) IMPULSE: Arial to ramp landings are bouncy again, as is being hit by an impulse missile near one. A recent update negated this entirely.
Update 54.7
Released 09/12/2024
- (UPDATE) UI: Arena list now shows if the arena has a day/night cycle or not.
- (FIX) UI: Prox targets were not showing in the right location when full-screen non-native resolution. This should now be fixed. The issue of the stuck box still persists and is being looked into.
Build 54.6
Released 09/08/2024
- (UPDATE) ALL: You can play full screen with a reduced resolution to improve performance without losing UI quality. This should allow for a much better experience for users who have had to drop their resolutions on computers and laptops without dedicated GPUs. It also enables users to achieve much higher frame rates from a competitive point of view.
- (UPDATE) ARENAS: Attic updated to look more like a DOOM map with an orange-tinted sky. Strife has some flora added. The release rotation is nearly finished.
Build 54.5
Released 09/06/2024
- (UPDATE) ALL: Scorpions normalized some more - it is no longer possible to pull tanks out of low cons from the pad or beyond.
- (UPADTE) REG: Other small fixes with weapon Ids that were causing issues. Scorps should be good to go there now.
Build 54.4
Released 09/05/2024
- (UPDATE) REG/IMPULSE: Impulse missiles only double up count in impulse wars now.
- (UPDATE) ALL: Scorpion behavior normalized (on ramps). They aren't intended to replace impulse missiles for kill shots so their ability to pull **and send** opponents over ramps to their deaths has been reduced. The benefit to this is being able to more easily follow up with impulse missiles (as intended). But their effect IS increased when doing air shots, so "hulk smashes" should be more impressive / funny looking.
- (FIX): REG/LASERS: Unphased (Unity seems to have a habit of clearing out its texture making them invisible - no idea why)
Build 54.3
Released 09/05/2024
- (FIX) RADAR: Scorps now show on radar.
- (FIX) UI: Arena hot swaps now display proper labels from scorpion loadouts.
Build 54.2 * (Scorpion missiles - get over here!)
Released 09/04/2024
- (UPDATE) ALL: New missile added: Scorpion Missile. It is like a reverse impulse missile but weaker (power can be tuned live). Cost is 1 bay per. **>> New module means new key binding so you'll have to redo your in-game binds!! <<**
- (UPDATE) ALL: Impulse missile modules replaced with impulse missile packs that now provide 2 missiles per pack. This to enable versatile loadouts in Impulse Wars (8x impulse, 6x impulse + 1x scorpion, or 4x impulse + 2x scorpion). This applies to reg too, so anyone running these missiles now gets a slight buff (Phantoms!)
- (FIX) IMPULSE: Arial to ramp bounces should now be fixed: the initial bounce will deflect all of the energy of the tank resulting in a pure deflection - subsequent bounces will be reduced with each bounce.
- (FIX) IMPULSE: Other excess bounce/power locations.
Build 54.0 * (Getting impulse tuned and finished)
Released 09/03/2024
- (UPDATE) IMPULSE: Code overhaul - the mode will feel different, although it's more to do with a shift in the intended design of the mode. Lots of parameters may now be tuned *live* on the server as well (reverse missiles anyone?) - this will help quickly tune and finish the mode. Braulin and BabyK are the only two arenas until the others are updated to work properly with the new code(s).
- es: You will notice less push back on flats while missile power is maintained on or near ramps. The intention of this is for players to have more control in how they may set players up for kill shots or a 1+2 punch. Arial deflections off ramps should be more consistent too.
- bos are removed until bump shots are fixed AND other unintentional effects of them like being get out of jail free cards are addressed (i.e. turbo down a ramp to negate kill shots really diminishes the meta of positional-awareness; over time you learn certain parts of ramps are safer than others so you will position yourself accordingly if/when possible to utilize those areas - the turbo negates that entirely as an example).
Build 53.0 (*Golden flag prep!*)
Released 08/28/2024
- (FIX) ALL: Tanks spawning in the wrong place upon entering.
- (UPDATE) ARENAS: Backgrounds updated - they are all low poly so if you had performance issues in arenas like Maul those should be resolved.
- (UPDATE) TOTAL: Total Wars renamed to Total Wars CTF.
- (UPDATE) NV: Grain effect added.
- (UPDATE) UI: To help make finding other players easier, the lobby player counts now show players waiting in each lobby.
- (UPDATE) ALL: (Experimental) Thrusters physics updated to include residual velocities - letting go before leveling out will make the continue that motion to make the flight trajectory feel more realistic.
Build 52.18
Released 08/23/2024
- (UPDATE) ARENA: Checkers scaling fixed. It also now has a "central fun room" where the walls are a weapons barrier. This is to test a new type of obstacle we can place in arenas.
- (UPDATE) ARENA: BK now has a base con in the back of each base.
- (UPDATE) ARENAS: Checkers and BK now have base force fields that prevent *both* enemy tanks and missiles from entering.
- (UPDATE) LITE: Update #2 didn't make it in the last build (52.17) like I thought - it is in this one now.
- (UPDATE) ALL: All tanks switch their turning direction a little faster (only applies when going to L=>R or R=>L). This is a subtle change that provides more turning movement control to tanks.
- (UPDATE) STATS: Now tracks and displays phx assists on stat sheets under misc stats. Phx assists also show in the upper left in phx games.
Build 52.17
Released 08/22/2024
- (UPDATE) ALL: Falling damage height nudged. Damage output remains the same as before, but the height it begins is higher which should help phx.
- (UPDATE) LITE: Has more torque/flip going off ramps and will flip coming off a 2 height block now (like the original did). Other tanks may soon follow suit. This should help some of the random ramp damage as the tank will contact the ramp sooner when going over it.
- (UPDATE) TEAMS: Now display roster in order of captain, assistants, and then members by ranking.
- (FIX) TEAMS: Team commands fixed and updated to better display more specific error messages when something does not work. Everything but the reset command should work now. If it doesn't please report!
Build 52.15
Released 08/21/2024
- (UPDATE) JS/CONTROLLER: Disabling raw input now turns the throttle and turning thumbstick into a 4-way JS. This combined with lowering dead zones should result in the movement of the thumbstick feeling much closer to keyboard.
- (UPDATE) RADAR: Radar now shows a small symbol in the lower left indicating whether or not prox radar is enabled (green = enabled, yellow = inactive, red = out of power)
- (UPDATE) RADAR: Enabling prox radar now drains battery (except while in a Phantom). Because of this, when you first login to an arena, the prox radar is inactive (press V to activate, you should not have to redo this after respawn, only after entering an arena).
- (UPDATE) MOVEMENT: Improved tank movement going off corner ledges. Sometimes you may have noticed a tank almost floating off one - this has now resolved. Overall tanks should handle better going over corners and edges now too.
- (UPDATE) LITE: Increased acceleration and turning rate. This is to help grounders in missile wars who are up against slightly faster missiles in Rez. Lites can also now turbo + kill throttle in all game modes.
- (UPDATE) ARENA: Floor glasses in the center of Stacked now only respond to that same color - you will fall through the others.
- (FIX) RADAR: Typing v in chat would enable/disable prox targets. This is now fixed.
Build 52.14
Released 08/19/2024
- (UPDATE) JS/CONTROLLER: JS Aiming option added to the F4 options. Some joysticks like the Extreme 3D Pro have a throttle that default hardware maps as the 4th-axis (aiming axis on the Xbox controllers). If this is the case, you can now disable the JS Aiming option in F4 to disable it resolving any wonky turret behavior.
- (UPDATE) ARENA: Rush cons now purple in phx, also fixed the palms and lowered grasses. Attic cats made thinner to prevent them from blocking tanks from being sent from lower ramps at times.
Build 52.12
Released 08/17/2024
- (UPDATE) ARENAS: Rush (new, created by SoullessOne) rotates in for ProjX in Phx, and Attic (new) rotates in for Braulin in Impulse. New feature testing in Attic - the colored glass near bases can only be driven over by that same color!
- (FIX) JS/CONTROLLER: Use raw input F4 option fixed. Flipping thrusters also now work with a controller/js (same as turning).
- e: Still looking into what is causing prox target boxes to get stuck.
Build 52.11
Released 08/14/2024
- (UPDATE) ARENA: Rattle Cage updates.
- (UPDATE) WEATHER: Rain frequency reduced from every hour to every 3.5 hours.
Build 52.9
Released 08/14/2024
- (UPDATE) UI: Added an outline-effect to UI text. This should make it easier to read light text against light backgrounds. It's not perfect but should be an improvement from before.
- (FIX) RADAR: Z-target should now always switch between closest to cone and distance WHEN two or more targets are present.
Build 52.8
Released 08/13/2024
- (UPDATE) UI: New in-game UI scaling option added (F4 options). This is meant to help handhelds with small screen be able to read the screen more easily, although anyone may use it. You may scale UI anywhere from 100% (default) to 150%. This feature is not yet complete.
- (UPDATE) RADAR: Improved Z-target. Z-target works similar to before always preferring the target closest to your view. **However you can now tap Z again to alternate between the closest to your cone and closet in distance**.
- (FIX) RADAR: Shift+Z (cycle targets) should no longer get stuck. Note that it only cycles targets within your radar's view.
- (FIX / UPDATE) RADAR: Destroying a target locked enemy should result in the radar automatically going back to auto target.
- (UPDATE) RADAR: (Experimental) Now auto targets up to 5 unstealthed enemies within range. **You may toggle enable/disable this by pressing V (cannot be bound yet otherwise)**.
- (UPDATE) IMPULSE: Rattle Cage updated, some fixes, back in the rotation. Checkers in the rotation.
- (UPDATE) UI: You can now toggle hide or unhide the chatbox if you don't like how much space it takes up.
- (UPDATE) ALL: Logout timers reduced. There are still penalties, but less harsh. They are now +1s for health, armor, and +2s for no batteries. Thus most will experience logout times of 4-6s.
Build 52.7
Released 07/30/2024
- (UPDATE) CONTROLLER/JS: Options cleaned up. **If you are JS user, the only options you should change in the F4 settings is uncheck the Sticky Throttle AND JS Turning**, and maybe lower the throttle dead zone to the minimum value. Controller users will probably want to leave the defaults. Unchecking sticky throttle effectively functions as an auto to dead zone.
- (UPDATE) LITE: You can now set a max turret speed for the Lite ranging from 70-100% in the settings. This is meant to make using one in a controller a little easier, but all users including keyboard users may do this as well. This is the only tank this is an option for, as the other tank's turrets are slow enough by default.
- (UPDATE) MISSILES: Base cons now heal like purple cons. You cannot hot swap configs at them. They must be entered.
- (UPDATE) IMPULSE: Slight tweaks. Should be better overall.
- (FIX) Arena: DecemX ceilings fixed.
4. (UPDATE) AB: When it hits 100% it stays there until used (enter/leave con will not reset).
Released 07/28/2024
Build 52.6
Released 07/28/2024
- (UPDATE) CONTROLLER: QoL improvement for controllers! (And maybe JS too). Both now get variable aiming and turning speeds to feel more natural.
- riving and aiming now native in Rez**. They cannot be remapped in-game yet, so for now we have the left thumbstick controls driving, and the right thumbstick controls aiming. To avoid axis interference, you will want to raise to joystick dead zone value (F4 settings) to something that feels good for you.
- (UPDATE) CONTROLLER: There are new (F4) options in this update: JS Turning: Enables turning on controller / js. You must have both of these enabled for inputs to work natively. JS Dead Zone Val: The minimum sensitivity the controller / jsreacts. Higher value will help prevent axis interference. JS Sticky Throttle: Mimics keyboard driving on the controller / js. I personally find controlling driving on a controller easier with it enabled. JS Precise Throttle: The same option as the prior JS Dead Zone just renamed. JS users will likely prefer this over the sticky throttle. Prec.Aim Always On: Force turret to always use the prec aim speed.
- those testing controller I've found the following to feel ok (phx): JS Throttle and Turning ENABLED JS Dead Zone Val set to 0.3 JS Precise Throttle DISABLED JS Sticky Throttle ENABLED Prec.Aim Always On ENABLED Lite Prec.Aim Speed 50%
- E: Driving may be easier with the dpad. This needs to be mapped externally. Other mappings I currently mapped externally as a guide:
- t Bumper: Rockets Left Trigger: Kill Throttle Right Bumper: Fire Weapon Right Trigger: Recenter turret D-Pad: Directional AB
- ntually we will be able to map these in-game.
- (UPDATE) PHX/IMPULSE: Pads now have a delay for healing: pink 0.5s and purple 1.0s. The differences between the two is to stay consistent with the "pink is 2x purple" healing rate.
- (FIX) UI: Clear inventory now also clears pack multiplier even when auto add pack multi is enabled.
Build 52.4
Released 07/23/2024
- (UPDATE) LASERS: Stealth removed. PK2 Laser and Turbo Boost added.
- (UPDATE) MISSILES: Base cons are now instant reload, but they may still be entered.
Build 52.3
Released 07/23/2024
- (UPDATE) ALL: Equipping thrusters now also equips 1x free air boost. Equipping more thrusters does not provide more air boosts.
- (UPDATE) ALL: AB module now takes up 2 slots. This results in the 2xAB loadout being unchanged.
- (UPDATE) ALL: AB can be used on the ground for a small ground juke.
- (UPDATE) UI: AB now shows charging percentage so you can better time when to use one.
- e: Phx grounders will get some tlc at some point.
Build 52.1
Released 07/21/2024
- (FIX) ALL: Enemy weapons rendering hitting self hitboxes (caused by Build 52.0) update. This should now be resolved in this build.
Build 52.0
Released 07/21/2024
- (UPDATE) ALL: Some netcode updates that will hopefully reduce lag (experimental; variable packet queue window based on ping differences) and prox shots (weapons vector override). If you notice any jittering please mention it, as this means the buffer queue size was likely reduced too much and will need to be increased to smooth things out again.
- (UPDATE) ARENA: DecemX added as the first proper 10v10 arena in Total and Laser Wars.
- (UPDATE) UI: If you are AFK removed from an arena you will now see the @afk appear next to your own username.
- (UPDATE) UI: New "RAND" option added to join arenas. It will default to the lowest player count, or pick a random color of the lowest player counts.
- (UPDATE / FIX) PHX: Falling damage update. Damage is actually unchanged, but downward momentum no longer carries over after being shot in the air.
- (FIX) JACKAL: Hit registration fixed.
- (FIX) ALL: AFK kick causing single red dot to appear on radar.
Build 51.17
Released 07/12/2024
- (UPDATE) ALL: Hitboxes adjusted to better match new tank shapes. The Lite is now a little larger and should be easier to hit. Enemy info tank icons also updated to show better distinction between the Jackal and Lite.
Build 51.16 (standalone, optional)
Released 07/12/2024
- (UPDATE) Bonus update since I had some downtime recovering 1-2 days from covid: new tank models for the Jackal and Lite. The patcher version is still on 51.15 for now - since the hitboxes are the same they play nicely still.
Build 51.15
Released 07/03/2024
- (UPDATE) UI: Lobby and arena lobbies now notify message sound when someone sends a message. This is not possible to toggle off yet.
- (UPDATE) IMPULSE: Missiles are now a little stronger when being hit off ramps.
- (UPDATE / FIX) ARENA: Maulgrounds mountain texture size / mapping reduced 50%. Hopefully this helps some of the performance issues some users saw. Didn't have time to make a toggle for this. If you find performance problematic you can try reducing your other graphics settings: lowest volumetric quality, ambient occlusion off, and reduced texture quality.
- (FIX) GRAPHICS: Thrusters are air boost jets now cull at the same distance the tanks do.
Build 51.14
Released 07/02/2024
- (UPDATE) UI: UI cleaned up a little. Teams high scores no longer overlap (for now).
- (UPDATE) REG: Jackal turning acceleration reduced 2.5% - this should help any slippery feel some users may have noticed.
Build 51.13
Released 07/01/2024
- (UPDATE) PHX/REG: AB now shows jets when fired.
- (UPDATE) ARENA: Checkers has a base con placed behind the arenas.
- (UPDATE / FIX) ALL: Some sound fixes.
Build 51.11 *
Released 06/30/2024
- (FIX) PHX/REG: AB not always reactivating after touch + lift fixed.
Build 51.10
Released 06/30/2024
- (UPDATE) PHX/REG: Directional AB added. You can now control which direction your AB moves you by using arrow keys (or whatever you bind tank movement keys to).
- (UPDATE) PHX/REG: Better AB display: orange means it cannot be used (either grounded, cooldown, or requires touchdown). Blue = can be used. Red = not enough fuel.
- (UPDATE) PHX/REG: Thrusters now show a jet animation below the tank.
- (UPDATE/FIX) IMPULSE: Fixed a traction bug caused by trying to sort/clean code.
Build 51.9
Released 06/29/2024
- (UPDATE) TEAMS: Leaderboards now running. All-times and dailies generate. Weeklies and monthly will come later. Teams should pretty much be done at this point, aside from bug fixes and UI cleanup.
- (UPDATE) TEAMS: Commands button now added on teams page. Clicking it will display the commands, command actions, and what they do.
- (UI) ALL: A ranks button has been added in CC. Clicking it displays a list of ranks, badges, tiers, and points required to reach them.
- (UPADTE) ALL: Falling damage reduced 10%.
- (UPDATE) ALL: A very subtle falling damage notifier has been added under the tank icon. It is horizontal red line that shows up when you've exceeded falling threshold. This may not be permanent, and is more meant to help debug any issues there may be.
- (UPDATE) REG: Jackal turning speed reduced 2%.
- (FIX) ALL: Online player counter should finally be fixed and no longer show crazy values like 65535 (rarely happened).
Build 51.7
Released 06/27/2024
- (UPDATE) TEAMS: Create, reset, and disband added - these finish the team commands! From here on out teams need testing and fixing if/when necessary, and the top teams lists (which will need some time for teams to generate their stats anyway).
- (UPDATE) CONS: Gold, pink, and purple cons can now hot swap configs and modules pressing 1-3 while stationary on the con. There is a 1 second cooldown between swaps.
Build 51.6
Released 06/25/2024
- (UPDATE) TEAMS: Assistant captains added! Teams may have up to 3 assistant captains. Team captains may assign or demote assistants using the promote and demote commands. They may also assign a new captain with the captain command handing team ownership over to another player.
- promote/demote/captain valid options are: username, the username to promote or demote or set as new captain
- istants have most captain commands along with an additional one: stepdown (will revert back to regular member) stepdown valid options are: 1, yes, true, on
- (UPDATE) TEAMS: Setting the team focus now results in the team showing that mode's stats by default. Thus for example if you set your team's focus to impulse, any time anyone enters you team screen, the first stats shown will the impulse ones.
- (UPDATE) GRAPHICS: Some background hills added to Checkers - these will be possible to toggle off in a future update.
- (UPDATE / FIX) ALL: Base cons no longer insta-heal upon exit.
- (FIX) ARENA: Checkers white cons set to purple.
- e last update on teams is the team creation and disbanding. That should finalize teams*