Play the game here: https://www.qclash.com
Hey all,
As we approach our free-to-play release date, we wanted to make sure we took a bit of extra effort to make the game look and feel good to play. Introducing the aptly named Spitshine Update:
General
- Main landing menu has been recreated using new UI framework
- Should scale on most resolutions much more consistently
- Hover states of menus should be more consistent
- Added early version of Training Mode added to landing menu
- “License to Learn” medal granted by completing the short tutorial sequence.
- Updated medal icons
- Special thanks to users @nettimato and @StaticEmbers!
- Added voicelines for all Clashers heard when earning medals
- First person handles will now sway with movement and aiming
- Updated visuals of explosions
- Updated visuals of bullets
- Updated visuals of muzzle flashes
- Sprays can now be swapped with tokens
- Offer any Clasher token, a Spray token, an Rarity token for a spray of your choice at the Swap Shop
- Updated visuals of Token Panel Submenu and Token Crafting page
- Armor damage calculation will be reported more consistently
- Overall, armor is more effective and will absorb more incoming damage as intended
- Payload will have an XRay effect when not in view
- Damaging shields and deployables will net 20% less ultimate charge
- Damaging players postmortem (ie: explosions) will now properly inflict damage
- Fixed chat bug that would prevent scroll frame from updating with latest chat messages
- Fixed ui bug that would prevent health bar for deployables from filling
- MVP results are now consistent across all clients
- Fixed bug where avatars wouldn’t load in the MVP screen
- Fixed bug where MVP with a score of zero would be picked
Map: Neo Tokyo
- Added new spawn location inside lab for defenders to point to second doorway
- Reduce defending respawn wave timer by 2 seconds
- Moved capture point B before the wall
Ghost
- Rifle
- Can no longer jump while scoped
Sheila
- Ultimate: Parrot Bomb
- Reduced throw range
Decker
- General
- Reduced base health to 150hp (was 175hp)
- Revolver
- Reduced reload time to 1.85s (was 2s)
- Secondary Fan
- Increased damage to 22.5 (was 22)
- Ultimate: Confiscate
- Turrets can now be Confiscated
Cyborg
- Machine Arm
- Can no longer jump whiled revved up
Rascal
- Scrap Pickups
- Scrap has been increased to 25 per pickup (was 20)
- Scrap Cannon
- Primary Shot
- Added 1.25 degrees of projectile spread
- Increased turret heal rate to 18 (was 16)
- Increased base damage to 55 (was 45)
- Increased cooldown to 0.725s (was 0.44s)
- Secondary Shotgun Blast
- Reduced bullet spread to 6 degrees to make shotgun blast more reliable (was 8 degrees)
- Increased base damage per bullet to 9 (was 8.5)
- Decreased cooldown to 0.475s (was 0.8s)
- Primary Shot
- Turret
Recreated from the ground up- Increased base damage to 10 (was 9.5)
- Turret damage no longer suffers from damage falloff.
- Turret now turns a bit more slowly
- Turret should no longer have as many issues aiming
- Should more reliable be able to shoot at targets below it
- Increased build time to 3.75s (was 3s)
- Turret receives less healing while building/upgrading
- Turret will now finish building/upgrading early if it has been healed
- Cooldown increased to 18s (was 7s)
- Increased level 1 health to 200hp (was 150hp)
- Max level is now 2
- Upgrading turret grants it 300hp
- 0.2s fire rate (was 0.22s)
- Decreased upgrade duration to 1.75s (was 3s)
- Jump Pad
- When using a jump pad, the jump pad related voice lines will now replicate to nearby users as intended.
- Ultimate: Chrome Dome
- Increased health to 777hp (was 300hp)
- Allies within the bubble will passively regenerate some health
- No longer upgrades turrets
Sir Knight
- General
- Base health is now 200hp. Base armor is now 100ap (was 300hp and 0ap)
- Cursed Sword
- Increased de-activation timing to 0.4s (was 0.1s)
- Shield
- Can be deployed indefinitely
- Reduced cooldown to 1s to better match new deactivation of attack cooldowns (was 6s)
- Its now 25% wider
- Reduced shielding movement speed to 37.5% (was 50%)
- Visuals tweaked to be easier to see through
- Leap
- Reduced base damage to 60 (was 80)
- Reduced hit radius to 15 units (was 18 units)
- Increased cooldown to 12s (was 10s)
- No longer grants armor to allies on landing
- No longer absorbs damage for nearby allies
- Electroball
- Updated projectile visuals
- Can no longer use Electroball in combination with other attacks
- Included de-activation timing of 0.2s
- Ultimate: Immortal
- Immortal now deploys a field effect
- Field size is 12 units
- Field lasts for 12s
- Allies within the field effect will become Immortal until they leave the field
- Entities who are Immortal will now have a yellow filter on their healthbar indicating their health clamped amount.
- Improved visual latency with activation
- Immortal now deploys a field effect
Reaper
- Sniper Rifle
- Scope
- Can no longer jump while scoped
- Will charge while scoped. If scoped for 3s, will fire a bullet that does explosive damage for 50 damage and blinds any targets
- Poison Cloud
- Reaper throws a projectile. Hitting any surface will deploy a field effect
- Field size is 12 units
- Field lasts for 8s
- Enemies in the field will be Poisoned and Defense Down’d for 4s. Allies in the field have a 50% of their attacks inflicting additional Poison damage (for 3s)
- Poison reduces the targets health by 3hp every second
- Poison will pierce through armor points entirely.
- Defense Down will increase all damage taken from any source by 20%
- Scope
- New Ultimate: Envision Darkness
- When used, all allies will have XRay vision for 12s
That’s all for now! Please continue to have fun with the game. We’re super excited to roll out free to play soon!
- The Q-Clash Team
Previous Update: QClash "The Mid-Knight Token Update" - November 25, 2018 - #2