Today’s update has some exciting additions, including a newly revamped map and FREE VIP servers!
We’ve also attached our rationale behind some of the finer details to this list.
Read more about it below!
General
- VIP Servers are now free to create!
- If you had an existing VIP Server, you’ll have to re-create your VIP from this page.
- The game will load a lot faster now
- The preloading cutscene will no longer play, though the announcer’s warm welcome will return at a future date
- Updated lighting technology, should generally be more performant
- Explosions have been updated to obstruct view less
- When a lot of explosions were on screen, a common side effect would be that it would blind anyone on the field (Air Strike, anyone?). In order to keep the game accessible, we’ve made the explosions more transparent.
- New ability refresh sound
- Server size is now 16 again
- This was a fun temporary experiment, though a little too chaotic. Ha.
- Fixed an issue where ambient sounds would not play correctly
- Fixed an issue where audio settings would be ignored
- Fixed an issue where Rascal’s turrets would not display an icon in the kill feed when destroyed.
Payloads
- The payload now has the ability to change speed when it hits particular sections of the track
- Reduced the activation radius of Payload
- When payloads retreat, they’ll retreat a little faster now
- We wanted to give the Payload more agency during round. We’ve found that the payload direction will happily march forward in a majority of uncoordinated games. We’ve asked both teams to be closer to the payload to start or stall it. If the attacking team does not return to the payload, it will retreat further now in order to pressure the attacking team more. We’ve updated a few maps to slow down or speed up the payload based on sections of the map. This gives us a way to help balance out sections of payload track per map.
Blightpeak Perch
@jimmy20074 has helped revamp Blightpeak Perch and has earned the Community Contributor role! Big props to his fine work!
- Updated to Pro layout
- Addressed major parts of map layout and spawns to help address map flow.
- You’ll have to see it for yourself to believe it!
- Updated aesthetic
- Respawn timers tweaked
- Doors added to prevent players from going the wrong way
- New intro music
- Our DJ dusted off a track to commemorate Blighpeak’s new look
Ghost
- Ghost grenade cooldown increased from 4s to 6s
- We found that Ghost could constantly fire, reload, and throw grenades without taking a break. Since the grenade has a cook time of 4s, this meant that he could always have an active grenade on the field. We’ve adjusted this cooldown to force Ghost to do something else while he’s reloading. Other than his grenade cooldown, he remains mainly unchanged.
Zadena
- Ally healing range increased from 36 units to 40 units
- Ally healing capability increased by 15%
- Zadena would have issues keeping up with damage being dished out to her team. This change aims to help Zadena feel like she’s contributing more to the match.
- Reduced health from 150 HP to 125 HP
- Mother’s Wings cooldown from 6s to 5s
- Previously, Zadena’s offensive capabilities would boil down to Zadena tanking a lot of frontal damage. We’ve reduced her HP to force her to think twice before jumping into the fray. On the other hand though, we’ve reduced the cooldown of Mother’s Wings so she can be more mobile both in and out of battle.
- Ultimate has been changed to Super Heal.
- When active, ally healing rate increases by 300%
- We chose to change her ultimate into something that more reflects her current kit. The previous Super Charge ultimate was confusing at best and did not telegraph its effects well to the user. Now instead she has a noticeable increase to her healing rate which is also a lot more flexible in how she distributes the boon of her ultimate.
Sir Knight
- Removed activation debuff when Immortal Ultimate is activated.
- Increased Immortal field range from 12 units to 20 units
- Fixed cases where Immortal field would unreliably not protect caster in time
- In these set of changes, we wanted to make sure that when Sir Knight used his ultimate, it was not in vain. Previously there were timing issues that would cause the user to not yet be Immortal, despite the field being successfully deployed leading to some rather awkward moments of gameplay.
- We’ve eliminated the activation debuff when used, as it would usually mean the user’s HP would instantly drain when used. Now, with the extended range, Sir Knight can afford to be more mobile after using his ultimate.
- Eventually we’d like to see the Immortal field follow Sir Knight as he moves around the field, though this will have to wait until we have our new engine complete. For now we’ve increased the effective range of the field to give the ability more flexibility.
The Q-Clash Team
Previous minor patch: QClash Minor Update - June 5th, 2019
Previous major update: QClash "Koth-Castle Tease" Update - February 2nd, 2019
Play here: http://www.qclash.com