Contributors:
Catazeus
Most of the game has been significantly rewritten into a fresh, more managable OOP format.
Notable improvements ( technical stuff ):
- Game has been completely restructured into a modular framework which allows the game to be very scalable and future proof.
- Game can be modified with a command console that is accessible by everyone with the ` button. It’s capabilities are currently limited, but with time it will be able to heavily customize the game.
- Backpack data is now stored in a table instead of ValueInstances which reduces replication lag with bigger backpacks
- Items, Item Rarities and Mystifying Effects are now referenced by Indexes instead of Names which future-proofs the item system
- Client scripts are run after the whole game has been replicated and loaded ( probably will add option to preload all assets later )
- FastSignals are used for cross-module communication to efficiently reduce unrelated code in each module
- Game now uses deferred events
- Hitscan remote usage has been reduced from: 2 + n*2 ( n = number of pellets ) to just 2
- Gun visual effects are now replicated through one replication call ( instead of individual calls for every effect + pellet count )
- Characters are now fully prepared before they are replicated to all clients, reducing the lag when a player spawns
- Gamemodes with control points like DOM and A/D are capable to have more or less than 3 control points
- Visual effects now mostly use UnrielableRemoteEvents to reduce bandwith
- Reward visuals are now replicated in half of the previous amount of calls
- AnalyticsService is now being utilized to collect gameplay data in order to improve the game in the future!
Block gravity has been reintroduced!
- Pathfinding is 5x faster on small builds and atleast 50x faster on bigger builds
- Collapsed terrain replication is atleast 2x faster and causes less lag.
- All paths marked for destruction will now be packed into one model ( only one collapse animation ).
( For example, the entire Dire Cube map consists of around 30000 blocks, previously this would completely fry the terrain script, now the whole structure is removed in 1 second! )
Additions:
- Spaghetti
- Omaha Outfit cosmetic item
Character movement changes:
- Speed penalty applied in water has been reduced from 25% to 20%
- Base crouch speed has been increased from 18 studs/s to 25 studs/s
- Base walk speed has been reduced from 50 studs/s to 45 studs/s
- Base sprint speed has been increased from 70 studs/s to 75 studs/s
- You can no longer sprint backwards or sideways.
- Moving backwards will give you a 10% speed reduction
- Cannot manualy crouch for 0.3s after uncrouching
- Added air strafing and bunny-hopping. You will maintain your speed, but not gain any.
- Movement on stairs has been reworked. You will gradually lose momentum instead of instantly halting to a stop. When going down stairs, your character will now be snapped to the ground, preventing any physics hiccups.
- Momentum decrease from landing is now based on falling velocity
TLDR: Reduction of combat movement and focus on better traveling speed and momentum preservation
Weapon changes:
a) General:
- You can now place blocks, swing your melee and throw throwables while sprinting. You can’t alt dig or fire your gun while sprinting.
- Custom walk speeds + custom aiming walk speeds for each weapon
- Silenced weapons have 3 new attibutes: kills won’t show up on enemy team’s killfeed, muzzle flashes won’t appear when firing and bullet tracers are almost transparent
- Camera now passively moves in an 8 curve path to simulate breathing
b) Weapon class changes: - AF2011-A1 and TOZ-106 moved to Marksman/Long Range class
- Dart Gun, Golden Gun, Kolibri, and FP-45 Liberator moved to Commando/CloseRange class
c) Bulding: - Snapping algorithm has been completly reworked. Your preview will snap to the nearest surface based on your camera angle, making bridges and walls easier to build.
- Snapping mode toggle has been removed.
- Building speed is increased by around 20%
- Cursor color now indicates if you can build ( Green = can build, Red = can’t build )
d) Melee: - Digging preview will now change colors based on terrain color value and saturation for better visibility
e) Guns: - TTK increase with emphasis on removing most of one-shot kill capabilities to increase player survivability
- Most weapons now have 0 spread when aiming
- Every weapon has a unique randomized recoil pattern ( lower recoil overall )
- Shotgun random spread has been replaced with spread patterns
- Recoil reduction from crouching nerfed from 35% to 10%
- Muzzle flashes are now 50% smaller to improve vision while firing
- Firing animations weight while aiming reduced by 20%
- Walk animation weight while aiming reduced by 50%
- Removed a bunch of firing animations that would move sights to the left
- ADS movement speed changes are immediately applied when scoping in and gradually changed when unscoping
- Ammo pools have been rebalanced based on ammo-damage efficiency
- No more “breathing” model movement while aiming down sights
- Ragdolls will now properly reflect damage dealt on kill by shotguns
f) Throwables: - Projectile weapons can now headshot
- Explosions will now attempt to hit your head, torso and shins instead of only the torso.
- Stielgranate nerfed
Gameplay changes:
- Players now drop class-specific ammo boxes that replenish a percentage of max ammo
- Minimal respawn time has been increased from 1 second to 2 seconds
Gameplay UI changes:
- Damage indicators are now animated and they appear in different sizes based on damage taken and distance of the damage source
- Damage indicators and explosion warnings will remain visible after death and while spectating
- Explosion warnings are now shown based on camera-danger direction instead of character-danger direction
- Explosion warnings now show an exclamation mark if the explosion is fatal
- Added TAB key tip to weapon bindings
- Hint system has been upgraded to show KeyCodes
- New hints for low ammo and pressing TAB to open main menu
- Self-inflicted deaths will now play the kill sound
- Self-inflicted deaths will now have funny texts attached to them in the killfeed
- Chat will now display a message when someone obtains a badge
Chat changes:
- Server messages will now use Rich Text to display multiple colors instead of one single color
- Team-only messages are now verified on server + “( TEAM )” string will appear before the message instead of team color being applied
- Added the ability to privately talk to players, use /w and /whisper prefixes before the message
Terrain system changes:
- Block shading is now done on client to reduce replication lag when changing maps
- Front face of blocks will no longer be shaded which reduces shading time
Spectating improvements:
- Follow camera will now snap to the followed player’s next character when they respawn
- Fluid free camera movement during cinematic mode can now be toggled by pressing B
Gamemodes improvements:
- Brand new animated control point model
- New flag and tent model (Thanks to Catazeus)
- Flag carriers will now emit a trail and paper fliers
- Models like Flags and Tents have more reliable interaction detection with players ( ex. picking up the flag )
Gamemode UI changes:
- Now uses team colors used in chat
- Dropped flag timer is now white
- Control point UI is now enhanced with better animations
Indicators changes:
- Indicators are now semi-transparent by default, they become less transparent when you hover on them
- Aiming down sights will now make them completely transparent
- They are shown on the screen edges when not directly visible
Trading improvements:
- Items and offers will now show pre-calculated prices
- Players will receive a warning when offers are too one-sided
- Chat will now show all actions that are happening in the trade
- Empty trades will no longer be allowed
- Offers no longer are fully reloaded with each change, only the affected items will be changed
- All trades are now logged
- Players can lose their trading permissions
Mainmenu improvements:
- Redesigned and adapted the upper line to match the new core gui and new cash button
- Added a “PLAY” button in the middle of the bottom buttons so its available everywhere
- You can now move through pages with your keyboard! Numbers represent the order of buttons at the bottom and ‘W’ moves you to the ‘Round’ page from anywhere. You can also use ‘A’ and ‘D’ to move left and right!
- Every page in the news panel can now be clicked to reveal full information about the shown page, like patch notes and credits to contributors
- Chat is now infinite
- Robux prices are now presented with the Robux icon instead of “R$”
- Removed “go to backpack” button from the successful purchase popup
- Added hints to round page buttons
Shop changes:
- Removed featured section
- Every weapon you own will now have a checkmark
- Summer 2023 Supply Crate #4 removed from offer
Settings changes:
- Removed “Beacon Transparency” setting
- “Corpses lifetime” settings has been renamed to "Ragdolls lifetime
- Added “Ragdolls” setting that can disable ragdolls
- Added “Ragdolls fun factor” setting that determines the velocity multiplier for ragdolls
- Aiming sensivity max value changed from 1 to 2 ( Default value also changed from 0.5 to 1 )
- Added “Hints” setting
Cosmetics changes:
- “Shrouded Vengeance” and “Toad Wear” can now be unboxed in mystifying quality
Item related:
- Mystifying items will now have their original grades shown in the item frame and description
- Item descriptions are now limited to the screen boundaries instead of specified bou.ndaries
- Item description contents are slightly smaller to improve visual appearance and reading comfort
Starterpack changes:
- Limited access for 48 hours
- Offers a second level for higher price
- Offers STEN Mk.IIs instead of Henry rifle
Visual effects changes:
- Lighting technology has been changed from “Future” to “Voxel” to increase frame rate on low-end PC’s until ROBLOX adds an option to change lighting technologies during runtime
- Muzzle effects, explosions and particles use prefabricated assets instead of creating them on the go to improve performance
- 3D particles have been optimized a little
Sound effects changes:
- Reloading, swinging, building, digging and player sounds max fall off distance changed from 750 studs to 260 studs ( 116 blocks to 40 blocks )
- All sounds now use “InverseTapered” roll off mode for the best sound transition
Game now tracks more stats:
- Blocks placed ( with individual types )
- Blocks destroyed ( with individual types )
- Blocks collapsed ( with individual types )
- Gun class kills, self inflicted kills and throwable kills
- Items unboxed ( with individual rarities )
- Cash, items and total value traded ( away and in )
- Stalemates
- MVP’s
Fixes:
- Fixed characters falling over when player goes out of the game
- Fixed characters spawn direction being slightly deviated
- Fixed not being able to counter recoil after a certain amount of shots
- Fixed search box removing selection filtering in backpack (Using keys to open non-crate items)
- Fixed equip animations being replaced with reverse unequip animations
- Fixed first equip animations playing at half the weight
- Fixed head animations on AK47 and M1A Scout while crouching
- Fixed text sizes for small descriptions in the shop
- Fixed a glitch when less than 6 maps appeared in the intermission vote
- Fixed missing setup tent positions for control points A and B on Shoreline Siege