Yeah i should prob be doing more of these, anyways
As you may have noticed, this isnt the “SRBG 3.1 April progress report”. Thats cause ive decide to rename the update from 3.1 to “True 3.0” due to how the updates whole goal is to finish up all of the stuff that i didnt finish in time for the original 3.0 release. (this also means theres 3 different 3.0s)
Anyways heres what ive been up to for the past while
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Added a new way of handling stats
There shouldnt be any noticeable differences from a players perspective. but this not only fixes speed and jump randomly getting set to 0, But also allows for FAR easier time adding items and balancing! -
The juggernaut gamemode got a total rework
now with each player having individual lives! Ran a poll a while ago and a lot of you guys were dissatisfied with lives being shared. -
Scav war
A new VIP server map based off of decaying winter that serves as a stand in for rigvolution until that gets finished. If youve played the “Rigvolution early” map that i left in 3.0 (whoops) its basically just that, but more polished and structured. -
TDM gamemode
A brand new gamemode is being added in t3.0, team deathmatch! Its only playable on a small selection of maps with clearly designated spawn areas for each team to try and keep the mode fair. Dont like having to be on a team? Well i also added an option to just not have one! Basically having TDM just play as if you were playing FFA. -
Swordsmachine Juggernaut
A new juggernaut based off of swordsmachine from ULTRAKILL has been added, very quick with short cooldowns. not very tanky though -
Sledge queen rework
I dont have much to say or show yet cause its not finished, but it IS being included in 3.1
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Removed weapons are now in the VIP server menu
Dug up alot of the old and removed weapons for archival purposes, alot of them are broken and dont work right anymore but its still cool to have. -
Round summaries
Theres now a UI that shows up at the end of every round, it shows how many kills and deaths both you and the top player got, as well as how much damage and your highest streak.
It also counts up any point multipliers you may have. Speaking of which…
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Point multipliers
Inflation is hitting the stuff store hard, everything costs like 5 trillion dollars
However, theres also now a ton of multipliers on how many points you got at the end of the round!
As of right now all of the multipliers are:
Consecutive Bonus (?x), Friend Bonus (?x), Weekend Bonus (1.5x), Team MVP (1.25x), Team Leader (1.25x), Team Victory, Outscored both Teams (2x), Winner (1.25x), Fun settings (?x), and Private Server (0X) -
A lot of balance changes, like too many, i dont even remember most of them
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More items (Yippee!)
Ive added a few more weapons too, Heres an image that shows alot of them!
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New maps
Ive added a few more maps too! The Hangar, NewMap.blend, and Happy Home! Along with that, i plan to overhaul backrooms and frozen lake due to being generally disliked by the community
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Removed Evilplate
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Removed Evil Home
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Plans to bring back some removed weapons
While adding the removed weapons to the admin menu, i remember that alot of them were cut for kinda no reason or a single easy to fix issue. So im gonna be bringing alot of those back -
Team/Tag colored weapons
A new setting that i introduced in t3.0 that changes the color schemes of certain weapons to match your tag or team -
More badges!!
Ive gotten a pretty sizable list of badges that i plan to add in t3.0, not gonna be giving them away just yet most of them are just silly little things to do, though some of them are gonna be a challenge to get your hands on. Get em all to get that one free model gangnam style animation (If i remember to actually add that)
And lastly,
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Overhauled mobile support + Console support!
Its no secret that the current mobile support is a little iffy and not that great. Thats why one of the bigger things that i have planned is to totally redo the mobile support, along with that, ill be adding full console support as well
Thats everything that i have to go over for now, Overall id say SRBG t3.0 is fairly close to being complete, though theres still a ways to go