Weaponry: BIG UPDATE update log

The Weaponry Big Update is finally here!
Play here.

Firstly, I would like to thank all of you Weaponry players for your patience! We have been talking about this update since months ago.

and Finally, after all the waiting, The Weaponry Big Update is now officially released!

This update took over 5 months for all the cumulative work and it can be even dated back into 2021 August when we were developing one of the content for this update.

The Big Update will be released in few parts. There are more content to come in the following few weeks.

:warning:Please be awared that this update - The First Part will focus on implementing fixes, changes, revamps etc. into the game first. It is expected that these newly revamped and released changes will be quite unstable when initially released.
Then the next few parts will be focusing on the game content-wise.

So, are you ready for the longest update log? :slight_smile:

Content:

NEW WEAPONS TO THE WEAPONRY!

  • New MAC-10 Submachine Gun:
    This lil’ small boxed Sub-Machine gun performs with a quite fast fire-rate with 32 bullets per magazine.


    Note: The strap is suppose to have physics simulation. However it is currently disbled and static due to a Roblox bug.

  • The first dual-wielded weapon has arrived to Weaponry! The Akimbo-USPS. Wield 2 of the silenced USP and get right into the action.


    This weapon features a high firerate thanks to it being dual wielded. However, it can get inaccurate when being fired too quickly.

WEAPON REVAMPS:

The following weapons have been revamped.

  • Knife
  • RPG-7
  • Winchester-1873
  • KAR-98K
  • Kriss Vector
  • Benelli-M2 has been revamped into Benelli-M4 (also known as the XM1014)

The following weapons have received minor changes in animations / model / sounds etc.

  • SPAS-12;
  • Mossberg-500;
  • Famas;
  • AUG-A1;
  • MP5 / MP5SD;

The following weapons have received stat tweaks. Most of them were too weak to compete with the majority of the weapons and they have been enhanced. This list contains weapons that were both buffed / nerfed.

  • AUG-A1;
  • FAMAS;
  • AK47;
  • AK74;
  • M16
  • Scar;
  • Scar-S;
  • Winchester-1873.

Removed weapons:

  • MK-153.

NEW MAP:

Sky high and rise to the Altitude! One of the smallest map introduced into Weaponry. Set in the middle of the grand skyscrapers in Hong Kong. How does it feel like to have paced and furious gunplay on a rooftop while surrounded by buildings with reflective glasses?


What is this now, a typical Chinese Kung-Fu movie?

NEW LOBBY!

Gun revamps? How about revamping the lobby? We all know the old lobby was dull, greyish and clamped!

The new lobby features an overall larger space and a better sense of space compared to the old one, giving players a more refreshing feeling. It also includes a shooting range for you to practice your gunplays on!

The leaderboard has also been redesigned. It can display up to top 50 players now.

New Weaponry (Weapon select) screen:

The Weaponry weapon select screen has been revamped, it has received a complete new redesign that is easier to view and navigate.

Features:

  • The new UI also displays more weapon’s info based on the weapon type, while previously all weapons share the same display format;
  • Weapons can be filtered based on their weapon type;
  • Weapon icons can be enlarged and a “green screen” toggling feature to enable green screen background for weapons.

Bug fixes / improvements / changes:

  • Hit registration revamp:
    The hit-registration system (hitreg) has been revamped, it was basically rewritten from scratch. Please report any bugs / issues if found, report it with a console screenshot (Press F9) will help a lot more on determining the issue.

  • This hitreg was necessary to be revamped in-order to facilitate future updates and the development of the game framework.
    For an example, infinite ammo is now patched along with the introduction of this new hitreg.
    Thanks for every infinite ammo cheater for using infinite ammo so we can spot you even more easier :slight_smile: Now stay banned XD (cringe)

  • Explosives:
    Explosives will now deal extra damage on direct hit.

  • Damage drop off system reworked:
    The damage drop off system has been improved and fixed. Including fixed headshot dealing higher damage than (base damage * headshot multi) in long ranges or completely negelcting the multiplier at some scenarios.
    SMGs also have a slightly higher damage drop-off now.

  • Ragdolls:
    Yes I have heard yall, a new setting option “Disable ragdoll” has been added. It might help with improving your framerate.
    An angle limits has also been added to ragdolls which determines how character parts can blend over when ragdolling. This will reduce character parts clipping through each other.
    // Fun fact: Rendering ragdolls is PROBABLY not the major cause of decrease in framerate. It is probably related to something backend, which I assumed that it is fixed with all the other changes featured in this big update.

  • Muzzle velocity general buff:
    The majority of the weapons have it’s muzzle velocity increased, making automatic weapons feel more accurate and precise in long ranges.

  • Damage logging:
    Added damage logging which will be displayed on the kill card. It displays how many damage does the eliminator has done to you and how many damage you have done to the enemy.

  • Finishing players:
    Players will now be “finished”. If a player resets / dies upon falling into void / dies without being eliminated, and you have previously damaged him/her,
    you will be granted the elimination / assist, as well as the siphon health. It will also be indicated in the kill message and kill feed.

  • Character animation:
    Replaced the Roblox default jumping and falling animation, and a new landing animation whenever the character lands from freefalling.
    The character’s animation engine has also been rewritten and well-optimized.

  • Character ForceField:
    Weaponry no longer uses the default Roblox Force Field as it causes performance issues on low-end devices. The character will now be half-transparent to indicate that it is being protected from damage.

  • Character following mouse changes:
    Character will no longer unfollow the mouse direction upon sprinting. Previously when the character sprints, it won’t follow the mouse anymore.
    With this change, the character will follow the mouse for a second after firing a weapon. Regardless on the character is sprinting or not.

  • Crosshair fix:
    Fixed crosshair flickering. It was both due to a Roblox AND a Weaponry bug.

  • Controllers / Console improvements:
    The crosshair will be no longer offseted from the center when using third-person lock cam with a controller.

  • Shotgun hitmarkers:
    image
    Improved shotgun hitmarkers in general, including fixed:
    // non-headshots and headshots hitmarkers were being inversely flipped in position;
    // hitmarkers offseting the crosshair by a lot and being inaccurate;
    // hitmarkers being inaccurate at certain orientations.

  • Snipers accuracy fix:
    Fixed weapons with random accuracy (RNG accuracy) such as sniper rifles are being inaccurate when scoped in after no-scoping a shot.
    There is also a change on how RNG accuracy is calculated:
    // RNG bloom weapons are ALWAYS accurate when player is scoped in AND not moving.
    // The RNG bloom values stat seen in the Weapon stat menu are the minimum and maximum possible random accuracy value when the player is idle and have the weapon not scoped in.
    // A multiplier will be applied to these values to increase / decrease under such circumstances:
    1: whether the weapon is scoped;
    2: whether player is moving / jumping / crouching.
    // The multiplier will always be smaller when the weapon is not scoped in regardless of the player’s state.

  • UI normalization:
    image
    Most of the UIs have been standardized, in terms of color and it’s overall visualness.
    There is also a new UI message system. Which shows most of the information when performing actions (Weapon pick / drop, votekick, camera locking, server messages etc.)
    The same type of message will no longer stack. Previously they stack when spam performing them (such as locking camera)

  • Overhead name tag and health bar changes:
    image
    The name tag and health bar has received an overhaul change.
    The Overhead Health Bar has been redesigned to be more visually appealing (at least it is when comparing to the old one :v )
    The HEALTH BAR will only show to teammates and attacker for few seconds when a player takes damage.
    An enemy’s NAME TAG will no longer be shown when damaging an enemy.

  • Press “Q” to aim:
    An amount of the players are requesting to bring back “Press ‘Q’ to aim”.
    Added an option where keyboard & mouse players can choose to press Q to aim or “switch back to last weapon”. This setting will be present until keybindings are out.

  • Reload bar:
    Added Reload Bar: A UI that indicates when the reload is going to be finished, it can be disabled through the UI settings.

  • Added New weapon category: Battle Rifle

  • P90 is now one handed on it’s second idle animation.

  • Viewport weapons (in inventory / Weaponry UI / backpack / character viewport) are now being resized accordingly to the weapon’s size.

  • Improved bullet trail representation, your own bullet trails will no longer goes through a wall,
    and for bullet trails from other players, they are less likely going to through walls but it may still happen due to lag and delays.

  • Added a weapon inspect button for mobile.

  • Fixed mobile camera zooming into third person when a pinching the screen with 2 fingers while a weapon is equipped.

  • Fixed melee will still deal damage even if it was unequipped during the attack.

  • Fixed server region UI sometimes not displaying anything.

  • A LOT of backend optimization. You don’t know what are they, and you won’t. But I am very aware of certain performance issues and I am trying my best to optimize the game.
    And these optimizations should make the game runs smoother than before this update was released. Let me know / file a bug report if you ran into any related problems.

Special thanks to:

  • Capra (Animations, Game Icon, Thumbnail)
  • Fr0stbyte, Hyorc (Map)
  • C9Z9 (3D modeling)

for contributing to this update!

If this think this big update isn’t anything big as you have expected or is isn’t ideally good for you or whatsoever, then take my apology.

But last but not least, I hope you enjoy playing it, and have fun!

// Stacky

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