QClash "The Optimal Update" - September 28th, 2018

Hello Clashers!

Quick update from us this week. This week’s been all about optimizations and optimizations and OPTIMIZATIONS. Optimizations will be written in bold print for your pleasure.

OPT

IMIZA

TIONS

Oh also - we’ve made some small tweaks and started extending the core loop, more on that below.


General

  • Redone Payload from the ground up.
    • This should solve the invisible payload glitch
    • There’s a known bug where the payload now looks choppy. We’ll figure this one out, don’t worry
  • Improved responsiveness of releasing input
    • Most noticeable on weapons that have a hold activation type, such as Ghost’s scope and Knight’s shield
    • We increased responsiveness by infinite percent (the actions will occur on the same frame now, rather than being delayed by one or two)
  • Improved explosion camera effects tenfold
    • They aren’t terrible any more
  • Fixed bug where camera could be locked when attempting to open speech wheel in kill cams
  • Players can no longer take damage when in spawn rooms
  • Clasher info prompt will now appear the first three times spawned as a specific Clasher
    • No excuse for forgetting your abilities now!
  • Added new voicelines for Announcer
  • Added custom font rendering system
    • This is boring, but improves performance, load times and allows us to explore localization
  • Reduced texture memory footprint up to 26% in some cases
    • Lower memory usage is always good - especially in lower end devices!
  • Various other memory improvements

Prematch Sequence

  • Added prematch sequence for all maps
    • Attempting to deploy into a match during this sequence will queue you for a team. At the end of the prematch sequence, the game will attempt to balance the teams evenly out of currently deployed users.
    • This means users in options menus and lootbox menus will not be accounted for in this scramble, leading to much more balanced teams

Tokyo

Someone told us it lagged so we fixed it

  • Amended map geometry and visuals to improve performance on lower end machines
    • We used geometry and star constellations to determine the maximum amount of neon and transparent parts we could get away with
  • Broke up the main street section with walls to break down long sight lines and compartmentalize the map flow
    • This should encourage smaller skirmishes and CQB
    • This looks a bit ugly at the moment - as we’re just experimenting. We’ll give these a second pass soon
  • Moved point B further down the road away from Argus
  • Optimized subway train schedule to maximize commuter throughput and minimize delays
    • Buffed to arrive every 22.5 seconds (was 30 seconds)
    • Result of extensive negotiations with labour unions

Forest

  • Added ambient sounds
  • Added variations in surface material (allowing for different footstep sounds)
  • Improved geometry masking to eliminate dead areas
  • Simplified collision and lighting geometry to increase performance
    • Official efficiency metric is pending, but it’s somewhere between a lot and loads

Sheila

  • Flintlocks
    • Improved visual impulse feedback effect when firing

Decker

  • Revolver
    • Secondary base attack damage increased to 22 (was 21)

Ghost

  • Rifle
    • Updated to use improved camera shake
  • Air Strike
    • Explosion radius no longer goes outside the visual marker
    • Increased marker size by 2 units
    • Decreased blast radius per explosion by 8 units
    • Reduced base damage from 80 to 75
    • No longer earns ultimate charge from damage

Cyborg

  • Machine Arm
    • Updated to use improved camera shake

Rascal

  • Launchpad
    • Users now consent to being launched by jumping on the pad
    • Sorry - this means the days of flinging your teammates into the ocean on castle are over…

Sir Knight

Oh boy.

  • General
    • Reduced base health to 300 (was 400)
    • Can no longer multitask like he used to (technically a de-optimization)
    • Sword swings, leaps, shields, and electro balls all have an activation time
    • Actions cannot overlay each other during these activation times anymore
  • Leap
    • Added 0.3 second activation wind up time
    • Added 0.65 second activation wind down
    • When Knight leaps on an ally, he now gains 35 AP per ally (was 25 AP per ally)
    • Knight will still take damage in place of this ally for 4 seconds

Zadena

  • Staff
    • Updated to use improved camera shake

Whew.

  • The Q-Clash Team

Previous update log

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