Oxeye Game Studio http://www.oxeyegames.com Creative Games Sat, 12 Apr 2014 23:18:42 +0000 http://wordpress.org/?v=2.8.4 en hourly 1 Intel Report Announcement http://www.oxeyegames.com/intel-report-announcement/ http://www.oxeyegames.com/intel-report-announcement/#comments Sat, 12 Apr 2014 22:54:31 +0000 Trif http://www.oxeyegames.com/?p=1626 The rules have changed.

I had an emergency mission this weekend which hindered this week’s edition of the Intel Reports. Unfortunately, I must ask you to wait a bit longer. We’re shaking things up a little.

Extracting Cobalt development data is getting more difficult. As a result thereof, I have decided that reports will be given on a monthly basis onwards, starting May 1st. While this means more waiting time in between the goodie bags, it also means that the bags will be even more grand!

The reports will focus mostly on development now, but there will be more posts about exciting community creations and whatever else I spy with my little eye. If you stumble upon treasure before I do, feel free to recommend it to me on Twitter so I can consider snatching it!

Stay tuned—the gold rush resumes soon!

Bonus Note

Shout-out to the Russian Cobalt community! I don’t quite understand the language, so I’m using Google Translate to follow, but their community photos are amazing! I love this one.

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Intel Report: Every Battlefield Needs A Solid Bar http://www.oxeyegames.com/intel-report-every-battlefield-needs-a-solid-bar/ http://www.oxeyegames.com/intel-report-every-battlefield-needs-a-solid-bar/#comments Fri, 04 Apr 2014 22:59:21 +0000 Trif http://www.oxeyegames.com/?p=1610 Two Metalfaces walked into a bar.

We got a few sneak peeks at the upcoming main adventure mode in Radio Cobalt, but rejoice: I bring ye fresh treasure!

Going underground.
Going underground.

Uh, the other Metalface, you ask? Well, he’s… Invisible! Of course, he’s just cloaking. Always was a careful little fella.

Do Metalfaces drink liquids?
Do Metalfaces drink liquids?

It’s evident that the art monkeys have been hard at work here. Cobalt’s art seems to appear in bursts, and the Oxeye Labs’ very own surveillance devices proved exactly that: Not only does Kinten produce the graphical wonders, thewreck is part of the deal too! The routine seems to be that they find a theme which they wish to implement, collect a few truckloads of inspirational imagery, experiment on paper, and finally work on the sets of digital art to be included in the game. After perhaps a day or two of intensive crafting, the finished art is ready and rolling!

Art is interesting and all, but I sensed that there was more to learn from these screenshots. As I said, they’re straight from the upcoming adventure mode—Why is there a bar? Where is it? What is the solution to world hunger?

Feeling incapable of coming up with a reasonable answer to each of these questions myself, I decided to seek the enlightenment of a true master. Fortunately, the Duke was able to answer two of my questions, though he’s still working on the third:

It was wise of you to seek me, fellow agent!
I see how it is. Obviously, some random general from somewhere figured that sending a ton of Metalfaces to an empty planet would be a good idea. Something fluffy… no, treasury! Something about a treasure only the leader knew about…
They didn’t find anything and the personality matrices in the Metalfaces got really bored, so they reprogrammed a guard thingy into a babbling bartender and built a bar in some old sewer ruins. Don’t ask. (And don’t tell Food & Health Inspection. Wait, never mind, robots can’t get sick that way. Duke knew that.)

Is this theory of the Duke correct? We shall see for ourselves one day, and here’s the deal: Based on information classification values from the not–so–well–encrypted development database, that day might be soon! It has been known for a while that the game is soon entering the beta stage, and it appears that this milestone will introduce a portion of the adventure mode to the game! Leaving personal lab rat conspiracy theories aside, this will serve to give the community a taste of the full mode and allow players to influence the development of this story–oriented game mode.

The Cap’n Goes Down with the Ship

In the Duke’s idea of the backstory of the Zigma bar, he mentioned a treasure which they didn’t find. That might be because map maker Fenced01 found it first and put it in his map, Sunken Treasure, a Team–Strike map that will test your abilities as a certified treasure hunter—or perhaps just a killer robot.

Who found the treasure first? Doesn't matter—just make sure to eliminate the opposition before they do so!
Who found the treasure first? Doesn’t matter—just make sure to eliminate the opposition before they do so themselves!

Water has always been a bit hit–and–miss for me in this game, but it works quite well in this map! Going in the water gives you more paths to navigate through the stage, but as your rolling speed is heavily decreased, you cannot deflect bullets down there! See an enemy about to leave the water? Take him out from higher ground while he’s still defenseless!

I will break through no matter wh—he's behind me, isn't he?
I will break through no matter wh—he’s behind me, isn’t he?

The map is very asymmetrical and, as a result, imbalanced. However, given the half–time side switches in Team–Strike, this is not a problem—It’s fun! I really think th—

No, Duke time now! As the super official Duke of Cobalt, I proclaim this map as awesome! Perfectly tailored for the Team–Strike game mode. Yours truly could easily see this map become a must–have! However, it needs a bit of polish. The details rock, but it lacks shadows, lighting, and some more… floomph? Not too much though! The Duke loves the barren look it so proudly displays. Duke away!

I think a certain someone is a tiny bit obsessed with this ’spontaneous writing’ thing. He has a point though: The map has a great theme & layout, but it’d look a lot more dynamic and interesting with some clever contrast between lights and shadows. Remember that, potential map makers in training!

Does this look like the face of letting–you–in?
Does this look like the face of letting–you–in?

It’s been a pleasure writing for you as always, fellow players! Come back next week—Meanwhile, add a bit of treasure to your User Maps list by downloading Sunken Treasure on Cobalt Vault!

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Cobalt Beta Delayed; Now for Gameboy http://www.oxeyegames.com/cobalt-beta-delayed-now-for-gameboy/ http://www.oxeyegames.com/cobalt-beta-delayed-now-for-gameboy/#comments Tue, 01 Apr 2014 02:00:57 +0000 jeb http://www.oxeyegames.com/?p=1598 We have some good news and some bad news.

The bad news is, the beta has been slightly delayed. We have decided to move our focus to more realistic goals for the project, and skip platforms are not good for jump-and-run games, such as Windows and Mac. Instead, we proudly announce the good news: Cobalt is now developed for Gameboy! Hit the jump for more info and screenshots!

Here’s a first preview of the new Cobalt title screen:

cobalt_on_gameboy

It took some effort to port our C++ and Lua-based engine “DaisyMoon” to run on the Gameboy’s 4.19 MHz processor, but now all major issues have been sorted out. The game has been adapted to fit into the 8 kbit RAM (although we’ll need to extend it using the cartridge options), and all artwork has been updated for the 2bit color palette (four colors).

The Gameboy has sold over 118 million copies, so the target audience is huge! Gameboy players are also used to twitch games, so Cobalt will fit right in. The game sounds and looks great on the device, just take a look of this cool screenshot!

cobalt_gameboy

Obviously we’ll support the Game Link cable, so you will be able to play Cobalt both cooperatively and head-to-head in action-filled deathmatch games.

Since we basically have to redo the game from scratch, we’re hoping to have a final release date some time early 2015.

Please let us know what you think in the comments!

// The Cobalt Team

UPDATE: Yes, this was an April Fool’s joke. Sadly.

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Community Map: The Escape http://www.oxeyegames.com/community-map-the-escape/ http://www.oxeyegames.com/community-map-the-escape/#comments Sat, 29 Mar 2014 00:01:09 +0000 Trif http://www.oxeyegames.com/?p=1592 Remember kids, school is important. Do not neglect it. It will steal your time if you don’t get rid of it. Escape! Burn it down to the ground! Make school wish it never tried to educate you!

Actually, running away from school is probably a bad idea. Think of all the physics bugs we’d have if nobody had taught thewreck the arts of science.

With tests and exams all over the place, I’ve been unable to procure this week’s intel. Boo. Before running away from the fierce assault of rotten tomatoes however, I’m leaving you with a fresh community map that gives you something proper to escape from. Appropriately, it’s called The Escape, a challenge map by FabiotheTurtle! His species is not the fastest to run away from mad scientists, so he’s giving you an unusual escape method: The Predator. Here’s the trailer!

Featuring cutscenes along with some quite unique gameplay, there’s definitely an amazing amount of work put into this. Get this map and many others at the Cobalt Vault!

One more thing

Librus is arting! I love art. Do you love art? He’s currently taking requests—check out his thread on the Cobalt Forum!

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Intel Report: Picture Drop-Off http://www.oxeyegames.com/intel-report-picture-drop-off/ http://www.oxeyegames.com/intel-report-picture-drop-off/#comments Fri, 21 Mar 2014 22:59:26 +0000 Trif http://www.oxeyegames.com/?p=1577 A short report is better than no report!

Even mysterious intelligence hackers have to attend school, and as a result, some weeks I won’t be able to feed you with my inner wittiness as much as normally. This is one of those. I ran off with a few screenshots nevertheless!

Prettier city backgrounds!
Prettier city backgrounds!

Destructible power sources are joining the mix—They can even be armored and have shields!

Power outages suck...
Power outages suck…

...unless you're the cause!
…unless you’re the cause!

Finally, a bit of mysterious disco club poster art! Who will be the mystery guest?

This caption is wider than the image!
This caption is too long for this image!

What does the self–proclaimed Duke of Cobalt say about these pictures?

“5a7a7a7a2e2e2e206d7973746572792067756573742e2e2e206d7573742062652064756b652e2e2e
206f662064616e636520666c6f6f722e2e2e”

Ah, he’s asleep. He has this weird habit of snoring in hexadecimal…

Will Trif conquer all of his education shenanigans? Come back next Friday for more Cobalt goodies!

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Intel Report: Rolling is an Art http://www.oxeyegames.com/intel-report-rolling-is-an-art/ http://www.oxeyegames.com/intel-report-rolling-is-an-art/#comments Fri, 14 Mar 2014 22:59:38 +0000 Trif http://www.oxeyegames.com/?p=1543 It’s art time!

Last week, I promised to steal Oxeye’s level art creation process. I can’t believe it, but the lab technicians actually discovered my intentions! They hired a team to counter–hack. Turns out they’re pretty cool people, so we joined forces and formed the Cobalt Investigation Agency! Comrades, get out your inner Leonardo. We’re going to the gallery.

…Just pretend that was cool, okay?! What do you think I am, a wandering wizard of words or something?

First, here’s my favorite piece of fan art as warm–up!

The Creation of Mona Levela

We have tons of cool community maps, many of which can be found in the Cobalt Vault, but our favorite game of guns has its share of official maps as well. Fact: They look pretty good! But how are they made? I’ve managed to dig up a few pictures from the process.

Here’s a level that our beard overlord jeb designed:

It seems to be some sort of building!
It seems to be some sort of building!

It has quite a few doors!

You can go inside! Technology!
You can go inside! Technology!

While these locales may be prettier than the scraps of mapping I’ve attempted myself, they’re nowhere near the quality level of finished maps. What happens next?

Kinten, the great art magician, steals the map and beautifies it. With his pen and Photoshop, he takes a close look at the map and crafts custom tiles specifically tailored to it. See those doors? I don’t, because they just got changed.

Straight out of the forge.
Straight out of the forge.

There’s a lot more where it comes from! Click this for more! And this! Another! Even more! Interesting, I say! …Oh, there’s one more.

Throw these in the mix and touch it up a bit, and you get…

Marvelous choice of colors!
Marvelous choice of colors!

Is this even the same level?! ‘Cause it’s on a whole different level of quality! Get it? Level? Never mind.

It looks like the Agency headquarters! ...If we had any, that is.
It looks just like the Agency headquarters! …If we had any, that is.

This map isn’t in the game just yet, but if you manage to break free of the state of trance induced by its coolness, you’ll probably notice the level name—and prefix. It’s a Puzzle map! There are currently none in the game, but I checked up on the Challenge submode, and surprisingly, it’s a game mode featuring puzzles! The details aren’t completely decrypted yet, but it’ll feature a different way of racking up points than we’re used to.

In Other Nets

Our frenemies at Oxeye Labs like to keep logs of everything they do there, which is quite fortunate for us, but thewreck’s log was quite short this week. He’s been doing a bit of field work at Fatshark, and there are very good news:

Networking! Progress!

Nothing is certain yet, but it seems like the shark will be getting online multiplayer, and if the shark gets networking, the PC & Mac versions of the game will too. Hopefully, we’ll all be able to roll around together someday!

A Cup of Community

I mentioned the glorious map sharing site known as Cobalt Vault earlier, which is a great way to fill up that User Maps list in–game, but it can be hard to keep track of all the new maps and works in progress. Fear not—Janeator is here to save the day with a new Twitter account! Follow @CobaltMapmaking for the mintiest of minty maps!

For more community news, the Cobalt Forum Content Team has just gotten a new member! FabiotheTurtle has written his first post, featuring the brilliant Multikill mod which has just been updated to work with the newest edition of Cobalt. It’s one of my favorite mods, so go check it out!

Two weeks ago, we took a look at a cool map. That was fun; let’s do it again! However, I won’t be the one doing the talking here. One of the members of the Cobalt Investigation Agency may or may not have threatened to publish those pictures of me dancing to Caramelldansen which he may or may not have snatched, and to avoid the absolute annihilation of the human race, I’m going to let him write a few words each week. My dear friends, I bring you the self–proclaimed Duke of Cobalt, and the map he’ll enlighten us about is…

“Overall a very fancy ‘n very compact map. A bit fruity with all the shadowy surfaces. Random loot is lel, makes map control hard. Good thing I’m the duke of map control.”

I couldn’t have said it better myself. It feels like there’s a tad bit too much Phaser action going on, but overall it’s a very cool map with interesting gameplay!

That’s all for today, folks! Come back next Friday for more metallic babble!

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Intel & Update Report: v124i is out! http://www.oxeyegames.com/cobalt-v124d-alpha-change-log/ http://www.oxeyegames.com/cobalt-v124d-alpha-change-log/#comments Fri, 07 Mar 2014 22:29:14 +0000 Trif http://www.oxeyegames.com/?p=1509 Ladies and gentlefaces, it’s the moment you’ve all been waiting for: The intel report!

Trif’s here, and I’d like to say that I like jeb’s beard. And frequent updates. So I stole both. Okay, maybe just one of them.

v124i Alpha of Cobalt is out in the wild, and I want you to download it! “But Trif, where did v124c go?!” I learned that Oxeye had several prototypes waiting to be snatched, so I took the shiniest one! We’ll take a look after staring at this glorious animated picture!

But they don't even have wings!
But they don’t even have wings!

I like trains!

The freshly baked update adds Hadoukens— erm, moving platforms to the game! More specifically, map wizards now have a new spell that allows them to properly add moving stuff. While it can be used to put flying carpets in maps, it serves an even more glorious purpose:

Cobalt—now with public transit!
Rolling Simulator 2014—now with public transit!

Notice the train in the bottom of the picture? It moves. The newest dark next–gen technology adds more dynamic atmosphere features to the level editor. Make good use of this new weapon, wizards. I’ll be stalking you waiting at the vault.

Gotta go slow

The evil scientists continue their possibly dark experiments with the essence of time itself. Bullet time has been refined once more, no longer trapping you like a Chrono Bomb when a throwable is getting out of your danger zone—unless it is a Chrono Bomb, of course.

Should you be dissatisfied with the default bullet time mechanic, the custom settings have been glorified to suit the entire audience. Other than changing the amount of slowdown, the options now tweak the range of reaction enhancers a little bit, and activation speed a bit more. You’re going to pick the “None” option, of course. Real gladiators experience the world in bullet time naturally anyways.

Freeze! ‘Nade time!

If you’re reading this from the Northern Hemisphere, you have successfully survived the winter—but the danger of freezing to death is not gone, especially not if you hug a Nitrogen Grenade! The newly introduced tool of icy destruction now delivers an even more cold death, exploding on impact with greater power than before. Obviously, it’s for peaceful scientific purposes. …Right, guys?

The developers have given the other explosive devices some love too. Opening doors is lame, kicking them in is cool, but making the door fly open with the sheer impact force of a grenade is even cooler! That’s right, you can now blast open a door with a grenade followed by another one, a rocket, or whatever surprise you have in your arsenal!

Nobody expects the Spanish Inquisition of Explosiveness!
Nobody expects the Explosive Inquisition!

Finally, the beautiful little boxes that indicate you’re about to be shot in the face have been made more… discoish. It’s a wonder of colors, and it’s so marvelous you should see it in its full glory. Go in–game and check it out!

The Breakdown

Fine, you want the change log, don’t you? You’re in for the raw list of awesomeness? I’m in a good mood. Take it.

Alterations:

  • Another small Bullet Time tweak. It feels fantastic!
  • Made the speed at which the reaction enhancers activate part of the bullet time setting and also tweaked all bullet time settings to be more useful.
  • Moving tiles is now possible in the editor in a more controller and free system!
  • Improved predator ai slightly.
  • Improved Nitrogen grenades
  • Facing away from flashbangs is even better
  • OnScoreReached working and more options.
  • Improved fires warming ability.
  • Bopo now follows the player.
  • Warning boxes now come in player colors!

Bug–Fixes:

  • Fixed some eye and light animations on actors ai feedback
  • Fixed offers can get stuck when teleporting

Next week, we’re stealing Oxeye’s level art process! That’s a secret, though. Don’t tell them. See you.

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Radio Cobalt #4 – Combat Tactics and Online Multiplayer http://www.oxeyegames.com/radio-cobalt-4-combat-tactics-and-online-multiplayer/ http://www.oxeyegames.com/radio-cobalt-4-combat-tactics-and-online-multiplayer/#comments Thu, 06 Mar 2014 08:22:06 +0000 jeb http://www.oxeyegames.com/?p=1503 The fourth episode of Radio Cobalt has been posted on YouTube!

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Cobalt v124b Alpha Change Log http://www.oxeyegames.com/cobalt-v124b-alpha-change-log/ http://www.oxeyegames.com/cobalt-v124b-alpha-change-log/#comments Tue, 04 Mar 2014 21:39:29 +0000 thewreck http://www.oxeyegames.com/?p=1500 Hi!

Cobalt is now at v124b! The bullet time change in the last version has gotten a tweak and a number of small bugs are fixed. Read more for full change log!

Change Log

Alterations:

  • Tweaked the bullet time rebalance: Less max, faster to activate, faster to fall off.
    New grenade: Nitrogen Grenade
    Re-added old survival as “Classic Survival” new survival is now named “Waves Survival”
    Slower view heat effects
  • Tweaked the bullet time rebalance: Less max, faster to activate, faster to fall off.
  • New grenade: Nitrogen Grenade
  • Re-added old survival as “Classic Survival” new survival is now named “Waves Survival”. Re-added two old maps.
  • Slower view heat effects

Bug-Fixes:

  • Fixed not being able to change teams after going to menu from ingame
  • Fixed crash related to scopes in actor hud.
  • Fixed not being able to paste from clipboard.
  • Had accidentally broken old survival, now working again. It never increased the tier and spawns were borked…
  • Team selection input repeat error fixed.
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Cobalt v124 Alpha Change Log http://www.oxeyegames.com/cobalt-v124-alpha-change-log/ http://www.oxeyegames.com/cobalt-v124-alpha-change-log/#comments Mon, 03 Mar 2014 14:10:13 +0000 thewreck http://www.oxeyegames.com/?p=1481 Hello!

We have updated Cobalt to v124! This time we have focused on bugs, tweaks and some content. The biggest and most interesting change has to do with bullet time. Here is why:

The Problem

As you may know, bullet time is a big part of Cobalt. Lately I’ve been feeling that the combat in Cobalt has started to get a slightly too focused on timing defensive moves, while offensive moves are executed haphazardly or without much effect on the end result. Because of this, I’ve been looking for a long time to a way to put timing back into attacks.

Inspiration

The idea to adjust bullet time came from being inspired by the difference between the first rounds of Team-Strike where there were no reaction enhancer, and the later round when there were. I really liked that you in the beginning had to keep an eye on your enemies to see what they were doing, not just stare at your own character and react to threats. These first rounds would be quicker, and more about doing precise timed attacks when the enemy didn’t expect them. The later rounds would be more about reacting to situations and executing well timed defensive moves. However, i did not like the inconsistency. It was hard to explain and it also felt like a contrived way to cater to both playing styles.

The Solution

I decided to change how the reaction enhancer is activated.  Instead of snapping directly to the incoming threats, the reaction enhancer, when detecting a threat, smoothly activates over time, faster for more dangerous items. The maximum slowdown for a threat was also increased. This changed a number of things:

  • Bullet time is more predictable and smoother and easier to time correctly  and adapt to.
  • It also means that being cool and timing accurate shots against your opponents is more effective than before.
  • It also means that keeping enemies at a distance is more important, because you want there to be space between you and your threat to give your reaction enhancer space to activate.
  • It also means that when attacking, you might not want to attack right away, but hold off on the first shot until you get a little closer, as to not activate the enemy’s reaction enhancer too early.
  • It also means that you don’t get trapped in bullet time as easy by single or few bullets.
  • It also means that when bullet time actually starts to really kick in, it can go even slower and allow even more control than before allowing for a far greater range of gameplay.

Let me know what you think!

/thewreck

Cobalt-140303-00

In other news!

The community map making is really starting to gain some momentum again! In a future update we want to include more maps made from the community but we have not figured out how to do that from a “legal” standpoint yet. In the meantime, head over to http://cobaltvault.no/ and start downloading all the goodies!

Personally I can especially recommend trying out Janeators Challenge Week (Map Pack) v1.0! Good stuff!! (follow for updates)

/kinten

Hit to jump to read the full log.

Change Log

Alterations:

  • Bullet Time logic has been changed. Instead of snapping directly to the incoming threats, the reaction enhancer, when detecting a threat, smoothly activates over time, faster for more dangerous items. The maxiumum potential slowdown for a threat has also been increased.
    This means that bullet time is more predictable and smooth and easier to time correctly  and adapt to.
    It also means that being cool and timing accurate shots against your opponents is more effective than before.
    It also means that keeping enemies at a distance is more important, because you want there to be space between you and your threat to give your reaction enhancer space to activate.
    It also means that when attacking, you might not want to attack right away, but hold off on the first shot until you get a little closer, as to not activate the enemy’s reaction enhancer too early.
    It also means that you don’t get trapped in bullet time as easy by single or few bullets.
    It also means that when bullet time actually starts to really kick in, it can go even slower and allow even more control than before allowing for a far greater range of gameplay.
    New Team-Strike Map: Trunkopolis
    Bullet time vs bullets now only activated if they are heading towards you, not away from you.
    Railguns have been made more expensive.
    Made bot colors more uniform
    Made team mask colors more aggressive.
    Slight tweak to throwing power and effect of fast tap.
    Flashbang eye blinding glow now takes color from eyes to easier identify team
    Team settings in actors spawners moved to an owner setting.
    Variate in editor when selecting 1 tile only randomizes between other variations
    Editing team ownership in editor moved to Owner Mode.
    Reaction enhancer/ bullet time stat added to bars in actor selection
    Increased bullet time effect of melee combat.
    Added a feedback and a bullet time effect to hitting a grenade (punching or shooting it). Also to deflecting a bullet more than 1 time.
    Debris and heads flying off now retain hull data and colors which makes it look better! Also, always fun to be able to identify your own head lying on the ground.
    Scoping crosshair and laser rays are now colored according to team
    Scoping crosshair and logic adjusted.
    Bullet time options have been simplified.
    Added hud icons to help locate plug
    Optimizations
  • Bullet Time logic has been changed. Instead of snapping directly to the incoming threats, the reaction enhancer, when detecting a threat, smoothly activates over time, faster for more dangerous items. The maxiumum potential slowdown for a threat has also been increased.
    • This means that bullet time is more predictable and smoother and easier to time correctly  and adapt to.
    • It also means that being cool and timing accurate shots against your opponents is more effective than before.
    • It also means that keeping enemies at a distance is more important, because you want there to be space between you and your threat to give your reaction enhancer space to activate.
    • It also means that when attacking, you might not want to attack right away, but hold off on the first shot until you get a little closer, as to not activate the enemy’s reaction enhancer too early.
    • It also means that you don’t get trapped in bullet time as easy by single or few bullets.
    • It also means that when bullet time actually starts to really kick in, it can go even slower and allow even more control than before allowing for a far greater range of gameplay.
  • New Team-Strike Map: Trunkopolis
  • New Deathmatch Map: Night Temple
  • Lower classes in Team-Strike now also have reaction enhancers to keep things more consistent.
  • All metalface full pieces add to the reaction enhancer potency, with the chrono suit adding the most. This means bare metalfaces have less reaction enhancing.
  • Bullet time vs bullets now only activated if they are heading towards you, not away from you.
  • Railguns have been made more expensive.
  • Made bot colors more uniform
  • Made team mask colors more aggressive.
  • Slight tweak to throwing power and effect of fast tap.
  • Flashbang eye blinding glow now takes color from eyes to easier identify team
  • Team settings in actors spawners moved to an owner setting.
  • Variate in editor when selecting 1 tile only randomizes between other variations
  • Editing team ownership in editor moved to Owner Mode.
  • Reaction enhancer/ bullet time stat added to bars in actor selection
  • Increased bullet time effect of melee combat.
  • Added a feedback and a bullet time effect to hitting a grenade (punching or shooting it). Also to deflecting a bullet more than 1 time.
  • Debris and heads flying off now retain hull data and colors which makes it look better! Also, always fun to be able to identify your own head lying on the ground.
  • Scoping crosshair and laser rays are now colored according to team
  • Scoping crosshair and logic adjusted.
  • Bullet time options have been simplified.
  • Added hud icons to help locate plug
  • Optimizations

Bug-Fixes:

  • Fixed a rather serious auto-aim targeting bug which caused aiming at incoming grenades not to work.
  • Hacking now works again.
  • Fixed a crash related to hack device
  • Fixed heat effect (and all other shaders) not working if a player aborts its invulnerability time by attacking or throwing an item.
  • Auto aim setting now works again.
  • Fixed being able to set custom score goals.
  • Fixed some idle Ai-bots bugs
  • Fixed bot team names in FFA being blank.
  • Add and edit teams in stage now works.
  • Corrected team colors and masking
  • Fixed a crash where if you shot a lava ball and it hit an enemy.
  • Map parameters are now correctly saved when starting a map.
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