Control point improvements:
- Added sound effects
- Capture areas are now vastly bigger and they can be customized to any size
- Capture speed per additional person reduced from 1 to 0.5 (ex. 5 players = 3 instead of 5 capture speed)
- Points now go through 2 phases: Neutralization and Capture. You first neutralize enemy’s capture progress and then you gain capture progress of your own
- Superior numbers mechanic - you need to have more men on the control point to gain the upper hand and start capturing it
- New animated capture preview
- New capture times (1 person): A/D = 40s/40s and 20s/20s, DOM = 20s/20s, KOTH = 30s/30s
- Fixed capture bars not being clipped by the rounded corners
- Removed the blocking mechanic
- Removed glass floor
Map changes:
- Setup gates have been resized to 10 block thickness and are now semi-transparent
- Updated and reduced spam of spawn positions on most maps
- Removed prebuilt corner walls around control points
- TerrainVoids representing WaterBottoms have been renamed to WaterBottomVoids
- Fixed material and color of all WaterBottomVoids to match WaterBottoms
- Changed CTF flag positions on AceTown, Anticbridge, Arch Conquest, Bridgefield, Blackn’White, Oasis, Snowway and Wideway
- Added DOM variants to Bridgefield, Diamondway, Hallway, Snowway and Wideway
- Changed DOM control point positions on Arch Conquest and Desert Pyramids
- Overhauled DOM variants on Anticbridge and Frontlines
- Enlarged middle control point areas on Hallway, Snowway and Wideway
a) Anticbridge - Replaced support pillars with full terrain on blue team’s side on A/D variant
b) Blackn’White - Fixed missing piece on one of the highest pillars
c) Bridgefield - Lowered overall map height by 15 blocks
- Added mountains on the sides
- Removed surface dirt color from the walls
- Overhauled blue A spawn on A/D
d) Cheri - Fixed floating trees
- Fixed missing setup gates on the sides, no longer letting players get through
e) Desert Pyramids - Integrated the A/D variant into the Standard variant, lowering server’s memory usage
- Fixed setup gates being sunk into the BottomTerrain, no longer allowing players to build over it
f) Frontlines - Lowered terrain height
- Fixed WaterBottoms being named WatterBottom
g) Hallway - Area between A and B on A/D variant has been turned into stairs
h) Hills - Revamped spawns around C and moved setup gate on A/D variant
i) Rivercross - Moved back the middle bridge sandbags on the green side to match the blue side sandbags
j) Wideway - Areas around A and B on A/D variant has been sligtly altered
Rank changes:
- Rank XP requirements have been doubled
- Ranks will be adjusted to the new requirements
Reward system changes:
- Base cash multiplier has been reduced from x2 to x1.5
- Added basic sound effect for certain rewards (Assist and CaptureProgress for now)
- Sounds are now throttled to reduce volume spikes
- Refactored most of the code for easy reward chaining
a) Damage - Damage cash reward now uses the base cash multiplier
- Hardcore weapon kills retain the x2 cash multiplier
b) Control point capture - Capture progress reward is now based on percentage captured (ex. 25 points per 8.33% == 300 points per bar), instead of time based (5 points per second)
- Added a neutralization reward for neutralizing a control point (200 points on A/D, 100 points on DOM and KOTH)
- A/D capture reward reduced from 300 to 200 points
- KOTH capture reward reduced from 300 points to 100 points
c) Control point defense: - Removed blocking rewards
- Added 50 points bonus for killing a player standing on a friendly point
- Added 25 points bonus for assisting in a kill of a player standing on a friendly point
d) CTF - Flag stolen reward increased from 300 to 500
- Flag captured reward increased from 500 to 1000
- Team captured flag reward increased from 50 to 200
Weapon changes:
- Brought back block inspect animation
- Brought back inspect animation spam
Block placing changes:
- It is no longer possible to place blocks while placing a line.
- Made block line player detection stricter.
- Block line will be cut short at an obstacle
- Client blocks no longer fuse to avoid fusion removals
- Cleaned up code
Chat changes:
- Migrated to TextChatService API.
- Added multi-line support
- Added emoji and command auto-completion support
- Added ScrollingTextBox support
- Added support for CanUserChatAsync and CanUsersDirectChatAsync
- Most text mixing is now done on client
- Improved rich text filtering
- All system messages are now temporary
- Mainmenu chat no longer scrolls horizontaly
- Unread messages counter is now updated when a message dissapears
- Slightly redesigned gameplay chat and added autosizing
- Added a notification when a console command is used
- Changed appearance of TIP and /warn messages
Indicators improvements:
- Refactored most of the code
- Setup tent indicators will no longer be shown on screen’s sides
Input improvements:
- Refactored most of the code
Command console changes:
- Added command history. Click Up and Down arrow when the command prompt is empty to reuse previous commands.
- Added debug_capturezones to view control point capture zones. Can be used by private server owners.
- Renamed “cl_debugspread” to “debug_weaponspread”
- Private server owners can now use “debug_weaponspread”
- Renamed “shoutout” to “broadcast”
- “broadcast” now shows a popup message instead of chat message
- ScrollingTextBox now adjusts to cursor position
- All output text now shows up in the console
- Improved size manipulation
General improvements:
- Added kill parts into setup gates, killing players trying to glitch through
- Capturing control points or picking up flags is no longer possible during setup phase
- Explosion warnings will now be shown even when you’re behind a wall
- Moved killfeed slightly down and changed the feeding direction
- Removed the useless top left core gui chat button
- Improved auto translation by disabling AutoLocalize in certain gui elements
- Dev products are now shown in the game’s store page
Technical improvements:
- Improved Signal typecking
- Updated ControlPoint, Flag and Tent to new class systems
- Implemented header files to improve coding experience
- Replaced CustomTypes module with dedicated typing modules
- Lighting has been brought back to represent the “Voxel” technology and improve performance. This was previously changed due to automatic changes done in Unified Lighting update.
- Removed chat log reloading feature
- Robux prices are now dynamic
Fixes:
- Fixed inputs being reset too early for Linux Sober users causing them to not be able to move their camera (Thanks vozoid for testing)
- Fixed gamemode logic positions not being snapped to grid when they’re rotated
- Fixed a memory leak caused by block gravity where tables using Instances as keys are not cleared
- Fixed spawn force fields not going away when tip topping