Robloxian Warriors - Update Notes for v0.27 (12.26.2021)

:leftwards_arrow_with_hook: Update Logs Library

v0.27 of Robloxian Warriors aims to bring balancing changes, reworks, optimizations/quality of life additions, some new Gear items, etc. Also, this is the first time that Robloxian Warriors is getting proper update/patch notes (though it can be a pain to write down everything that updates bring).

Lots of changes to discuss and list out, so be prepared for a long read (or you can skim through these notes; that’s fine too)!


LEGEND

:heart: HP (health points) - Each and every unit/character possesses an “HP” statistic. If this number reaches zero, said unit/character is then considered “dead”

:boom: Damage - How much HP is lost when an attack connects with a target

:dart: Spread - The closer the number is to zero, the more accurate a particular Gear item or ability is. Usually a statistic for ranged attacks/abilities

:chart_with_upwards_trend: Fire Rate (and other cooldown statistics) - Expressed as “ticks per minute” or how many times an action is repeated in 60 seconds, such as firing a gun

:straight_ruler: Radius (studs) - This numeric statistic will be doubled, resulting in the diameter of a circle

:telescope: Field of View (FOV) - The degrees in which the camera can see the in-game world. The larger the degree, the more the camera can see, though it might be disorientating to view


NEW CONTENT

New Systems

  • A new weapons system was added in this update that will allow flexibility in making new weapons in the future, such as ranged and melee weapons.

    • Many of the existing weapons have migrated to this new system, though not all will have migrated in this update. More weapons that require a rework and new ones will use this system in future updates
  • A custom respawn system was implemented into the game. Allows for unique interactions, such as reviving dead allies using items and abilities:

    • Revived players respawn at the location where they died and are given temporary force fields, becoming invulnerable to damage and have time to adjust to their surroundings
    • Reviving players pauses their respawn timer, giving the reviver time to actually revive their dead allies
    • Cannot revive players that have already been revived
    • Dying now displays UI that indicates the amount of time left before automatically respawning:
    • A piece of text updates according to the current situation:
      • Not being revived → “Auto-respawning…”
      • Being revived by an ally → “You are being revived…”
      • Killed after being revived → “Unrevivable; auto-respawning…”
    • A “Respawn” button will light up after 5 seconds. When clicked, the player’s character respawns immediately, ignoring the timer
    • Respawn Time increased from 05 → 15 seconds

:pushpin: If you encounter any issues with the new systems described above, please report them to me immediately, and please be descriptive with the issue you encountered.

New Playable Content

  • New Gear items: (read in-game description(s) to learn more)

    • Spear of Revengeance: melee weapon with quick attacks, good forward reach, and high mobility

    • Light Staff: a reworked Gear item that was previously known as the Healing Staff. Functions similarly to the Lightning Staff except that it is able to heal ally players/objects with its beam

  • New game mode - Deathmatch Royale:

    • A game mode similar to Team Deathmatch. Similar principles of Team Deathmatch apply to Deathmatch Royale:

      • Opposing teams
      • Eliminate enemy players on opposing teams
    • Additional principles have been added to make Deathmatch Royale feel like a brand new game mode:

      • The game mode is made up of rounds. It is a best of 3 rounds; the first team to have won 2/3 rounds will win the battle
      • Each round will last 150 seconds (2 minutes, 30 seconds), so fights within these rounds will not last that long
      • Each time a round commences, each team’s spawn locations will deactivate
      • When players get KO’d, they do not respawn back onto the battlefield. They instead respawn back at the Lobby, either awaiting the next round or waiting for the battle to end. This means that teams will gradually become smaller until all players on a team are eliminated, thus concluding the round. Serious teamwork is required to pull through!
      • If the timer expires before any team is entirely wiped out, Overtime will initiate. All remaining players will take continuous damage during Overtime
      • When a new round commences, all players will be teleported back to their spawn base. Rinse and repeat the above until a victor emerges
  • This item does not necessarily count as “new”, although it does involve “never-seen-before-content” to a certain extent - Random Special Abilities:

    • A Special Ability is randomly generated after respawning! For v0.27, five Special Abilities will be available in the pool:

      1. Healing Bomb - “Cast to heal yourself and surrounding allies for a large percentage of HP.”
      2. Healing Aura - “Cast to gradually heal yourself and allies within the healing aura.”
      3. (New) Revivification - “Cast to revive surrounding allies who have been downed. Cancels revivification if you die while reviving.”
      4. (New) Tactical Meteorite - “Summon a large meteorite to strike the area in front of you, inflicting massive damage to targets caught in the blast and has a high chance of Burning them.”
      5. (New) Meteorite Shower - “You can aim where you want the meteorite shower to happen before confirming the cast. Explosions caused by the meteorites can Burn targets.”
    • While in battle, when you respawn, you will receive a message letting you know what Special Ability was chosen for you and what it does when you cast it

    :pushpin: Available during v0.27 only; will be replaced by a more sophisticated feature in later updates


BALANCING

General

Shotgun Weapons

  • Shotgun spray pattern changed to be in a shape of a square instead of a rhombus
  • Max pellets for shotgun weapons is 10 across the board, which will decrease the damage output for some shotgun weapons
    • Compensation buffs have been given to those weapons that have been affected by the change listed above

Auto HP Regeneration

  • Regeneration Rate
    • HP greater than 50%: 60 → 150
    • HP less than/equal to 50%: 120 → 300
  • HP Regeneration Tick: 5 → 2 HP

Mobility System Rework & Adjustments

DEVELOPER’S NOTE
The mobility system in Robloxian Warriors is not as well balanced was I would like it to be, especially when players can abuse the system to gain unfair advantages. Players can still sprint even when they are using a weapon or Gear item, and there is no penalty to dashing as players can perform them indefinitely. I have made the effort of temporarily reducing players’ jump power when they receive damage, but clearly, it is not enough.

For v0.27, I have decided to reinvent the mobility system to be more flexible, optimized, and easy to implement into the current game. This brand new ability system marks the return of the Stamina system, something that was taken out of the game at its very early stages of development, and puts in reasonable limitations so that players will be less inclined to abuse the system.

Please continue reading below to find out more!

  • Mobility system reworked:

    • Reenabled the Stamina system, which determines the amount of actions that can be performed before having to replenish back Stamina:

      • By default, players possess a maximum of 100 Stamina (NOT 100%)
      • Each time Stamina is being consumed, disregarding the amount consumed, a timer will begin to count down. This indicates the time needed to wait before Stamina will begin to replenish
      • If Stamina is consumed before this timer expires, the timer will reset, thus repeating the cycle:
        • Cooldown Timer: 2 seconds
      • 20 Stamina is replenished every second when Stamina is not being consumed
      • For players, a circular gauge will appear when Stamina is being consumed. The gauge will pulse red to indicate that the player has low Stamina
    • Sprinting will gradually consume Stamina when the player moves while their “Sprinting” state is active:

      • Sprinting Walk Speed: 32 studs per second (unchanged)
      • 5 Stamina is consumed per second, meaning players can sprint for ~20 seconds at max Stamina
      • When Stamina is fully depleted, the player’s character will stop sprinting
        -Dashing has seen major adjustments in this system rework:
      • Dash Speed: 50 → 45 studs
      • Each dash performed will consume 10 Stamina; players can dash 10 times at max Stamina, traveling 450 studs in total
      • Dashes can now be performed in any direction; forward (default), backwards, left, right, and even diagonally
  • Taking damage will no longer temporarily reduce jump power

:pushpin: More changes to the Stamina system will be introduced in future updates!

Gear Items

DEVELOPER’S NOTE
As previously mentioned, a new weapons system was created to easily create new weapons in the future, including projectile-based weapons, hitscans, and melee weapons. That said, a lot of new additions/reworks were given to the weapons listed below along with balancing changes.

A feature of the weapons system is equipment delay. Equipment delay, to put it short and sweet, is a small period of time where the weapon needs to be “readied” in order to use it after equipping it. For example, when equipping the UZI, there is a 0.7-second delay before you are able to fire shots. This feature is to prevent quick-swapping to different gear items and immediately attacking, especially since players are allowed 3 slots to assign their gear to.

.357 Python

  • Damage: 48-70 → 45-67 HP
  • Spread: 0.000-0.025 → 0.003-0.033
  • Spread Reduction on Zoom: 0.015 → 0.023
  • Camera recoil adjusted

Assault Laser

  • Damage: 16-23 → 16-22 HP
  • Fire Rate: 500 → 480
  • Max Fire Rate: 830 → 848
  • Fire Rate Increase per Tick: 15 → 16
  • Camera recoil adjusted

AWP (previously known as the Bolt-Action Sniper Rifle)

  • Max Ammunition per Magazine: 2 → 1
  • Damage: 75-110 → 75-100 HP
  • Reload Time: 3.6 → 3.0 seconds
  • Zoom FOV: 15 → 12.5
  • Camera recoil adjusted

Classic Rocket Launcher

  • Max Ammunition: 5 → 4
  • Reload Time (for Each Individual Rocket): 1.00 → 1.20 seconds
    • Max Reload Time: 5.00 → 4.80 seconds
  • Fire Rate: 60 → 48
  • Projectile Damage: 75 → 70 HP
  • Splash Damage: 50 → 45 HP
  • Splash Radius: 12.5 → 11.5 studs
  • Camera recoil adjusted

FAMAS

DEVELOPER’S NOTE
The FAMAS felt too similar in - terms of functionality - to the TEC-9 and other automatic weapons, so it was reworked to be an automatic burst rifle.

  • Max Ammunition per Magazine: 28 → 30
  • Range: 200-600 → 175-600 studs
  • Fire Rate: 800 → 160
  • Burst Fire Rate: 850
  • Damage: 17-25 → 20-29 HP
  • Reload Time: 2.80 → 3.00 seconds
  • Spread: 0.005-0.075 → 0.006-0.060
  • Spread Reduction on Zoom: 0.030 → 0.036
  • Camera recoil adjusted

Flamethrower

  • Spread: 0.003-0.050 → 0.005-0.045
  • Max Projectile Velocity: 210 → 240 studs
  • Splash Radius: 10.00 → 9.60 studs
  • Projectile Damage: 72 → 70 HP
  • Splash Damage: 30 → 35 HP
  • Status Ailment (Burn) Chance on Direct Hit: 64% → 70%
    • Status Ailment (Burn) Chance on Splash Hit: 32% → 35%
  • Camera recoil adjusted

Frostyshooter

  • Spread: 0.006-0.060 → 0.007-0.077
  • Fire Rate: 125 → 120
  • Splash Radius: 12.5 → 11.0 studs
  • Status Ailment (Freeze) Chance on Direct Hit: 30% → 28%
    • Status Ailment (Freeze) Chance on Splash Hit: 15% → 14%

G11

  • Damage: 20-25 → 20-26 HP
  • Fire Rate: 420 → 460
  • Max Spread: 0.072 → 0.070
  • Zoom FOV: 15 → 12.5
  • Camera recoil adjusted

Glock 18

  • Damage: 12-19 → 10-19 HP
  • Fire Rate: 1120 → 1080
  • Range: 160-480 → 144-480 studs
  • Fall-Off: 0.025 → 0.040
  • Spread: 0.005-0.067 → 0.005-0.075
  • Spread Reduction on Zoom: 0.037 → 0.038
  • Zoom FOV: 55 → 60
  • Camera recoil adjusted

Light Staff (previously known as the Healing Staff)

DEVELOPER’S NOTE
I did not feel like the Healing Staff was serving much purpose since it is practically useless when there are not any allies to heal. So, I opted to rework this weapon by change its attributes and gameplay style to be similar to the Lighting Staff. Now, the weapon is known as the Light Staff, with its functionalities being much more flexible and fun to play with (in my opinion at least)!

I do hope this rework will be satisfactory. Please provide me with any feedback about this weapon should you feel the need to do so.

  • Max Ammo: 54
  • Damage: 5-9 HP
  • Healing: 5 → 3-6 HP
  • Splash Rate: 60
  • Splash Radius: 7 studs
  • Splash Damage: 9 HP
  • Self-Healing: 2 HP (independent to the amount of allies that are being healed)
  • Fall-Off: 0.025
  • Fire Rate: 225 → 512
  • Range: 84 → 150-450 studs
  • Charge Time: 0.72 seconds
  • Reload Time: 2.70 seconds
  • Zoom FOV: 48

Lightning Staff

  • Damage: 9-12 → 10-14 HP
  • Splash Damage: 6 → 7 HP
  • Splash Radius: 11 → 10 studs
  • Splash Rate: 180 → 120
  • Range: 180-560 → 180-540 studs
  • Cast Delay: 0.20 → 0.15 seconds
  • Charge Time: 0.8 → 1.0 second
  • Zoom FOV: 60 → 50
  • Sparks, which spawns at the end of the beam, now inflict self-damage to the caster, which is the same amount of damage inflicted unto enemy targets
  • Camera recoil adjusted

Luger

  • Damage: 33-46 → 35-49 HP
  • Fall-Off: 0.025 → 0.030
  • Spread: 0.002-0.025 → 0.003-0.039
  • Spread Reduction on Zoom: 0.015 → 0.018
  • Fire Rate: 320 → 310
  • Camera recoil adjusted

M1 Garand

  • Damage: 38-56 → 41-57 HP
  • Fall-Off: 0.025 → 0.050
  • Fire Rate: 210 → 225
  • Spread: 0.000-0.036 → 0.005-0.045
  • Spread Reduction on Zoom: 0.031 → 0.037
  • Camera recoil adjusted

M4

  • Damage: 24-34 → 21-31 HP
  • Fall-Off: 0.050 → 0.075
  • Fire Rate: 400 → 420
  • Range: 216-720 → 180-720 studs
  • Spread: 0.004-0.054 → 0.006-0.066
  • Spread Reduction on Zoom: 0.027 → 0.036
  • Camera recoil adjusted

M60

  • Damage: 16-25 → 16-23 HP
  • Fire Rate: 500 → 540
  • Reload Time: 10.0 → 7.5 seconds
  • Spread: 0.008-0.060 → 0.010-0.080
  • Spread Reduction on Zoom: 0.027 → 0.035
  • Zoom FOV: 55 → 52
  • Camera recoil adjusted

MP1911

  • Max Ammunition: 16 → 18
  • Fall-Off: 0.05 → 0.08
  • Fire Rate: 480 → 500
  • Reload Time: 1.6 → 1.8 seconds
  • Spread: 0.005-0.050 → 0.007-0.056
  • Spread Reduction on Zoom: 0.025 → 0.036
  • Zoom FOV: 55 → 52
  • Camera recoil adjusted

Trench Shotgun (previously known as the Pump Shotgun)

  • Max Pellets per Trigger: 15 → 10
  • Damage per Pellet: 9-18 → 10-19 HP
    • Max Damage per Trigger: 135-270 → 100-190 HP
  • Fire Rate: 50 → 54
  • Reload Time per Shell: 1.0 → 0.9 seconds
  • Spread: 0-0.072 → 0-0.090
  • Spread Reduction on Zoom: 0.020 → 0.033
  • Camera recoil adjusted

Tommy Gun

  • Spread: 0.003-0.045 → 0.006-0.067
  • Spread Reduction on Zoom: 0.025 → 0.032
  • Zoom FOV: 55 → 52
  • Camera recoil adjusted

Olympia

  • Max Pellets per Trigger: 15 → 10
  • Damage: 7-12 → 10-16 HP
    • Max Damage per Trigger: 105-180 → 100-160 HP
  • Range: 100-420 → 140-420 studs
  • Fire Rate: 120 → 150
  • Reload Time per Shell: 1.2 → 1.0 seconds
  • Spread: 0.005-0.064 → 0.000-0.070
  • Spread Reduction on Zoom: 0.020 → 0.028
  • Zoom FOV: 55 → 60

Retribution Ray

  • Damage: 29-39 → 27-37 HP
  • Fire Rate: 350 → 356
  • Range: 175-630 → 210-630 studs
  • Fall-Off: 0.050 → 0.025
  • Spread Reduction on Zoom: 0.021 → 0.028
  • Zoom FOV: 55 → 60
  • Camera recoil adjusted

Rocket Launcher

  • Direct Damage: 200 → 110 HP
  • Splash Damage: 90 → 80 HP
  • Splash Radius: 16 → 15 studs
  • Projectile Velocity: 160 → 175 studs
  • Projectile Power: 24000 → 30000

SCAR

  • Damage: 35-47 → 28-41 HP
  • Fall-Off: 0.025 → 0.060
  • Range: 200-800 → 185-780 studs
  • Fire Rate: 300 → 320
  • Spread: 0.005-0.045 → 0.007-0.056
  • Reload Time: 3.50 → 3.75 seconds
  • Camera recoil adjusted

Shooting Stars

DEVELOPER’S NOTE
Shooting Stars has received a major rework. Projectiles are no longer affected by gravity regardless of the charge phase. Explosions on impact are no longer delayed when firing except at full charge.

Direct damage was added and will stack will the splash damage. Balance adjustments have been made to offset these changes.

  • Charge Phase Rework:
    • Charge Phase 1 (0% charge):

      • Direct Damage: 70 HP
      • Splash Damage: 86 → 50 HP
      • Splash Radius: 12 → 11 studs
      • Projectile Velocity: 200 studs
    • Charge Phase 2 (33.33% charge):

      • Direct Damage: 80 HP
      • Splash Damage: 96 → 60 HP
      • Splash Radius: 15 → 12.5 studs
      • Projectile Velocity: 240 → 250 studs
    • Charge Phase 3 (67% charge):

      • Direct Damage: 90 HP
      • Splash Damage: 106 → 70 HP
      • Splash Radius: 18 → 15 studs
      • Projectile Velocity: 280 → 300 studs
    • Charge Phase 4 (100% charge)

      • Direct Damage: 120 HP
      • Splash Damage: 120 → 75 HP
      • Splash Radius: 21 → 20 studs
      • Projectile Velocity: 345 → 333 studs
  • Charge Time: 1.5 → 2.4 seconds
  • Reload Time: 5.0 → 3.6 seconds
  • Camera recoil adjusted

Silver Rapier

  • Damage: 36 → 30 HP
  • Fire Rate: 125 → 90
  • Crit. Rate: 18% → 15%

SPAS-12

  • Max Pellets per Trigger: 15 → 10
  • Damage per Pellet: 5-10 → 7-12 HP
    • Max Damage per Trigger: 75-150 → 70-120 HP
  • Fire Rate: 80 → 85
  • Range: 125-375 → 120-360 studs
  • Max Spread: 0.084 → 0.090
  • Spread Reduction on Zoom: 0.030 → 0.027
  • Zoom FOV: 55 → 52
  • Camera recoil adjusted

STEN

  • Damage: 10-16 → 9-16 HP
  • Fire Rate: 720
    • Fire rate no longer increases the longer the trigger as held down
  • Range: 160-640 → 150-600 studs
  • Fall-Off: 0.0625 → 0.0400
  • Reload Time: 4.8 → 4.5 seconds
  • Spread: 0.006-0.060 → 0.005-0.075
  • Spread Reduction on Zoom: 0.025 → 0.035
  • Camera recoil adjusted

Surpressed UZI

  • Spread: 0.000-0.033 → 0.003-0.033

TEC-9

  • Fall-Off: 0.05 → 0.04
  • Spread: 0.003-0.050 → 0.007-0.067
  • Spread Reduction on Zoom: 0.030 → 0.044
  • Fire Rate: 780 → 725
  • Camera recoil adjusted

UZI

  • Fall-Off: 0.05 → 0.04
  • Fire Rate: 875 → 800
  • Range: 125-540 → 125-500 studs
  • Reload Time: 2.4 → 3.2 seconds
  • Spread: 0.007-0.056 → 0.007-0.070
  • Spread Reduction on Zoom: 0.024 → 0.035
  • Camera recoil adjusted

Wind Staff

DEVELOPER’S NOTE
The Wind Staff has also received a rework. Instead of charging the staff to fire off multiple projectiles at once, charging instead will result in firing a single, more powerful projectile, consuming the appropriate amount of ammunition at the appropriate charge phase.

Balance adjustments, of course, will follow the rework.

  • Charge Phase Rework:
    • Charge Phase 1 (0% charge):

      • Direct Damage: 80 HP
      • Splash Damage: 32 HP
      • Splash Healing: 24 HP
      • Splash Radius: 10.0 studs
      • Projectile Velocity: 270 studs
      • Ammo Consumption: 1
    • Charge Phase 2 (50% charge):

      • Direct Damage: 120 HP
      • Splash Damage: 48 HP
      • Splash Healing: 48 HP
      • Splash Radius: 12.5 studs
      • Projectile Velocity: 300 studs
      • Ammo Consumption: 2
    • Charge Phase 3 (100% charge):

      • Direct Damage: 160 HP
      • Splash Damage: 60 HP
      • Splash Healing: 72 HP
      • Splash Radius: 15.0 studs
      • Projectile Velocity: 330 studs
      • Ammo Consumption: 3
  • Fire Rate: 50 → 60
  • Reload Time: 4.2 → 3.0 seconds
  • Charge Time: 1.5 → 2.0 seconds
  • Spread: 0.004-0.044 → 0.004-0.040
  • Camera recoil adjusted
  • Weapon can now be zoomed in to get more accurate shots:
    • Zoom FOV: 55

Special Abilities

Healing Aura

  • Healing Rate: 120 → 180
  • Healing Radius: 49 → 42 studs
  • Healing Duration: 20 → 25 seconds
    • Heal Amount per Count: 7 → 5 HP
    • Overall Healing: 280 → 375 HP

Healing Bomb

  • Cooldown: 30 → 35 seconds
  • Healing Radius: 15.0 → 12.5 studs
  • Healing: 80% Max HP for self / 40% Max HP for allies → 80% Max HP for self and allies

Status Ailments

Burn

  • Damage: 8 → 9 HP
  • Points per Tick: 8 → 9 points
  • Rate of Damage: 120 → 90
  • Damage Count: 8 → 5
    • Total Damage (one stack of Burn): 64 → 45 HP
    • Max Points (one stack of Burn): 64 → 45 points

Freeze

  • Now awards points when successfully freezing targets: 25 points

OPTIMIZATIONS/QUALITY OF LIFE

  • Optimized players’ characters’ jumping/falling animations so that aiming while airborne is less off-putting and more aligned with the center reticle
    • This was done by overriding the loaded jumping/falling animations with custom animations. The jumping/falling animations set on your Roblox avatar will be replaced by the custom ones when you enter the game
  • Fixed an issue whereby resetting your character through the Roblox ESC menu would only kill your character but fail to prompt an option to respawn
  • Fixed an issue whereby the blurring effect would not disable itself upon respawning as well as other occurrences where the blurring effect does not disable itself
  • Fixed an issue whereby the zooming functionality when zooming in with certain Gear items would sometimes fail to work
  • Fixed an issue whereby casting the “Healing Aura” Special renders the aura itself as a hitbox that could be detected by melee weapons. Melee weapons should no longer consider the healing aura as a hitbox
  • Fixed an issue whereby rewards were not correctly distributed after successfully completing a Boss Rush battle, thus resulting in the game breaking
  • Fixed an issue whereby the blurring effect when opening the player menu would not toggle, only toggling after a while later
  • Fixed an issue whereby all players are incorrectly invulnerable to damage during battles, unable to progress the match

MISCELLANEOUS

Game Mode Adjustments

DEVELOPER’S NOTE
Some game modes may have received a score limit attribute. These score limits are in place in case a team has accumulated enough points to reach the limit, thus concluding the battle even if the timer has not expired.

Keep Control

  • Battle Duration: 6 → 7 minutes
    • Score Limit: 200 points
    • Points for Capturing a Keep: 1000 → 750 points
    • Points distribution:
      • Rate: 5 → 3 seconds
      • Points for maintaining control of a Keep: 15 → 25 points
    • Overtime mechanics added:
      • Overtime can only be initiated if the losing team is lagging behind the winning team by a certain amount of points, owns at least one Keep, and when there is not a tie in points for both teams
        Overtime is broken if the winning team controls all Keeps on the battlefield or when the “losing” team’s points is greater than the “winning” team’s points.
      • Players on both teams will receive a message depending on whether they are on the losing team or winning team if Overtime happens to initiate

Crystal Defense

  • Battle Duration: 7 → 8 minutes
  • Team Crystals:
    • Damage per Crystal Attack: 21-35 → 20-25 HP
    • Splash Radius per Crystal Attack: 14.0 → 12.5 studs
    • Crystal Attack Projectile Offset: 10.0 → 7.5 studs

Team Deathmatch

  • Battle Duration: 6 → 5 minutes
  • Score Limit: 50 points

Other

  • Added an end-of-battle results screen whereby the screen displays the player’s performance during the battle they fought in, including:
    • Final Score, KOs, WOs, Damage Dealt, Damage Taken, HP Restored, etc. Spoils earned are currently not displayed in this screen as of this update
    • As suggested, this screen only appears at the end of a battle
    • Players can dismiss this screen by pressing [Q] on a QWERTY keyboard, pressing the “Dismiss” button, or wait for the timer (white bar) to completely empty before automatically dismissing the screen
  • The following items/abilities have been renamed:
    • Bolt-Action Sniper Rifle → AWP
    • Pump Shotgun → Trench Shotgun
    • Healing Staff → Light Staff
  • The following items’/abilities’ descriptions have been revised:
    • STEN:

    Removed text: “Fires faster the longer the trigger is held down.”

    • Light Staff: (“new” Gear item, new description)

    "A staff infused with Light energy.

    Charge the staff to fire a beam of light that damages enemies and heals allies. Sparks of Light energy will appear where the beam is pointing at, inflicting splash damage/splash healing to nearby targets.

    The amount of damage inflicted/HP restored to allies via the beam is dependent on the distance between the caster and their target; damage and healing decreases as distance increases.

    If the caster is healing an ally, their own HP is restored, which is not dependent on distance."

  • The following items/abilities have had their models remade/adjusted:
    • Trench Shotgun
    • Glock 18
    • Light Staff
    • Wind Staff
  • The following items/abilities have been removed and will be brought back in later updates after they have been reworked:
    • Minigun
    • Gatling Laser
    • Laser Pistol
  • Health and name display distance for players decreased:
    • Display Distance: 250 → 200 studs
  • Max players per server: 20 → 14
    • Max players per team (full server): 10 → 7
  • Lightning Staff’s/Light Staff’s beam will update every frame to always aim at the center reticle. This is only viewable on the client side and is to help improve aiming
  • Shotgun weapons’ center reticles changed from a rhombus to a square/octagon
  • Some settings in the player menu are now fully functional and will take effect when the player menu is closed
  • Added client FPS/ping counter, which is displayed at the top right corner of the screen
  • Fixed text errors and text misinformation
  • Sound changes/optimizations
  • Other improvements/polishing/changes

This is the end of the Robloxian Warriors - Update Notes for v0.27.

The game still has a long journey ahead before it can fully complete development, but I am very blessed and thankful that there are people who are passionate in helping the game grow. Thank you everyone for their continued support, whether you have played the game just yesterday or months ago.

theplushedguy3 :star2:

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