Поиск по STEAMB

Игры по онлайну и скины по объёму продаж

Ничего не найдено

Попробуйте другое название или переключите категорию.

Меню

Goal Celebrations, Visual Overhaul, Performance and QOL

Puck B1153 is here! This one is a big visual and quality-of-life pass. Goals now get the cinematic treatment with slow-motion replays and a celebration cam, the goalie crease is finally a protected zone, and the whole arena has been rebuilt under a unified shader for a cleaner, more consistent look. On top of that there's a mountain of HUD, menu, server and backend improvements.

Here's the full changelog:

Gameplay

  • Goalie crease protection - the crease is now a protected zone. Body-to-body collisions inside it are filtered, and an intruding player shows as a transparent ghost. (Can be disabled per-server in public_game_mode_config.json.)

  • Casual votekicks are now decided by a whole-lobby majority.

  • Removed votekick from competitive mode due to abuse. I understand this is not a perfect solution; further iterations/solutions will come in the future.

  • The game clock now runs through 0:00 before a phase ends (the missing second is back!).

  • Trimmed the faceoff, replay, and goal scored phases by 1s so their total length stays the same after the clock change.

  • Match players are now notified of an auto-forfeit when every player on the opposing team leaves.

  • Raised the player spawn delay to 10 seconds.

Goal Celebrations

  • Goals now trigger a slow-motion replay as the puck crosses the line, with beat-blended timing.

  • The camera zooms in on the slow-mo beats, and a celebration cam follows the scorer after a goal.

  • The goal flash is now tinted to the scoring team's color.

  • Goal audio is muffled during the slow motion, though the goal horn still rings out.

Visuals & Cosmetics

Cosmetics

  • New Polymer line of stick skins.

  • Re-added missing country flags.

  • Removed the "toothbrush" mustache.

Rendering

  • Added a Shadow Quality option to video settings, defaulting to High (mostly affects VRAM usage).

  • Reworked every stick skin under a single unified shader for a cleaner, more consistent look.

  • New depth-only shader pass applied to sticks.

  • Added a clear-coat mask to the carbon line and tuned the clear coat across all stick lines.

  • Smooth shading across the whole arena - rink, goals, puck, players, leg pads, helmets, scoreboard, hangar and spectator booth.

  • Rebuilt the rink model so the barrier glass is generated dynamically.

  • Restructured all helmets and fixed unnatural materials, missing flag textures and visor placement.

  • Reworked scene lighting - disabled HDR, removed screen-space shadows, improved ambient occlusion and rebaked all lightmaps.

  • The crowd now wears team jerseys sometimes.

HUD & Interface

In-Game HUD

  • Added a team and position indicator. Current movement speed was relocated to the right of stamina to accommodate. (Can be disabled in settings.)

  • The minimap now shows player sticks, puck elevation, and a fallen indicator. (Can be disabled in settings.)

  • The minimap puck now renders as a proper circle instead of sometimes appearing oval.

  • The minimap now shows during replays and while spectating.

  • Minimap refresh rate raised to 120 Hz.

Voice Chat

  • Added a voice transmit indicator to the HUD so you can see when you're talking.

  • Added a mic test meter to the audio settings.

HUD & Interface

Menus & UI

  • The pause menu now shows server details - voice chat status and tick rate.

  • UI icons are now imported as textures instead of sprites to reduce pixelation.

  • The build label got a background and an F5 hint; the net stats monitor was moved up and given a background.

  • Competitive 3v3 and 5v5 cards are now labelled COMPETITIVE under the mode name.

  • The pause menu, chat and scoreboard now work during team and position select.

  • Esc now backs out one menu level instead of toggling the pause menu, and closes chat or cancels quick-chat.

  • Added a Vote to Forfeit button to the pause menu (shares logic with the /ff command), plus a Return to Game button.

  • Overlay menus now dim the screen behind them.

  • Team player counts are now shown on the team select buttons.

  • The menu footer shows your Puck username instead of your Steam name.

  • Dropdowns now mark the selected item with a check and show a dropdown arrow.

  • Scrollbars now sit beside content instead of overlapping it.

  • Increased the contrast of all input-field backgrounds.

  • A connected controller no longer hijacks the mouse cursor.

Chat

  • Added a /help command that lists the available chat commands.

  • /help is now split across multiple messages so it fits the chat length limit.

  • Chat now opens on key press and respects your chat key binding.

  • Fixed the chat box re-opening after quick inputs or when the chat button was Enter.

  • A [TEAM] indicator now appears on the chat box when typing in team chat.

  • Fixed long chat messages overlapping and mis-scrolling.

  • Fixed chat scroll jumping to the top when old messages are trimmed at the max.

  • The scrollbar now shows while chat is active.

Server Browser

  • Filters now live in a left sidebar.

  • The Direct Connect button is now native, with no need to switch on debug tools (F5).

  • The Direct Connect view now stays up after a failed connection instead of stranding you.

  • The server list now defaults to sorting by player count, with a cleaner sort icon.

  • The New Server tabs now have icons, active-tab tints, and descriptions.

  • "DEDICATED SERVERS" have been renamed to "CLOUD SERVERS" for clarity.

  • Cloud servers are now Patreon-gated, to reduce the extra cost of providing free cloud servers.

  • New servers now default to your Puck name.

  • Failed server starts now show feedback and let you retry.

Scoreboard

  • Late joiners now correctly see cached player positions on the scoreboard.

Mods Menu

  • Restyled the mods menu rows and labelled the enable toggle.

  • A subscribed mod with no local files now shows a warning.

Settings

  • The debug overlay toggle is now rebindable from F5.

  • The settings menu no longer resets double-press keybinds back to single press.

Servers, Backend & Connectivity

Server Management

  • Server admins can no longer be votekicked, and can join servers that are full.

  • Added banning and unbanning by SteamID64 via chat commands (/ban and /unban).

  • A server now reports itself ready only after the backend authenticates and the initial scene loads.

  • Players are held out with a "Server is still starting…" message until the server's mods finish downloading.

  • The unlisted-server warning no longer fires when a host stops the server intentionally.

  • Backend reconnection (client-side and server-side) was refactored using exponential backoff with a ping-timeout watchdog; the server keeps retrying after a network outage and logs when it falls off the public browser.

  • On a config parse failure the server keeps its last-good ban/whitelist lists and default game-mode config; it refuses to start on an invalid server config and reports malformed JSON with the file, line, and path.

  • uPnP forwarding no longer binds a local socket on the mapped port.

  • Dedicated servers skip workshop preview downloads and defer plugin loading until the socket is open.

  • Standardized server startup logs, announce the ready public address, and added terminal color detection with forced UTF-8 console output.

Admin Commands

  • Restored the admin /start and /warmup commands.

  • Pause, resume, and phase skips are now announced in chat, naming the admin who did it.

  • Pause and resume are now rejected when the game is already in that state.

Matchmaking & Backend

  • Reworked how the pool forms games - groups are now paired by their overall MMR spread rather than the spread between the two teams, producing fairer, more consistent matchups.

  • Groups are now matched at a steady interval instead of debouncing, so match formation is more predictable.

  • A group's ping is now derived from the latency of all members, so server selection accounts for everyone in the party.

  • Repeat offenders now receive progressively longer matchmaking cooldowns.

  • No cooldown is issued when all players fail to join a match server - a bad server is no longer held against the players.

  • The client now responds to ping requests using the maximum RTT set in its own client settings.

  • Migrated matchmaking from Edgegap's Locations and Beacons to Probes.

  • Widened the list of locations to which a cloud server can be deployed.

  • Created and implemented Puck's own deployment management service, which will let us deploy servers to locations not supported by the current provider.

  • Raised all deployment limits, allowing a theoretical maximum of 100 concurrent matches across all regions (previously 25).

Steam

  • A helpful message now shows when Steam keeps failing to initialize.

  • The client now recovers from and surfaces a hung Steam web API auth ticket.

Performance

  • Large pass to cut per-tick allocations across object sync, collisions, snapshot interpolation and events, reducing the frequency of client- and server-induced hitches from garbage collection.

  • Network metrics, jersey text, elevation indicators and info-log stack traces are now skipped on dedicated servers.

  • The server browser no longer drops your frames while playing - pings run on dedicated threads and the list sort is debounced.

Bug Fixes

  • Restored the puck mesh to the Puck layer so its outline and silhouette render again.

  • Equipped cosmetics are now validated by category and ownership, so players can't join with unowned or empty gear.

  • Unclaiming a position you were spawned into returns you to position select.

  • Late joiners now see the correct player position on the scoreboard (re-resolved on session sync).

  • The settings-reset event now only fires when settings are actually reset.

  • Players now join with a full chat allowance so you can chat right away.

  • Guarded against NaN values in stick actions.

  • Skating, stick and puck sounds are now silenced while a body is frozen.

  • Fixed a crash during connection approval when connection data was missing.

  • Connections missing a Steam ID or mod list are now rejected.

Good luck and have fun out on the ice!

Читать в Steam ↗

Комментарии 0

Гостевые никнеймы не подтверждают личность. Все комментарии проходят проверку владельцем сайта.

Обсуждение ещё не началось.

    Настройки cookies

    Вы можете изменить выбор в любой момент. Отказ от аналитики не ограничивает доступ к сайту.

    Технологии, провайдеры и сроки хранения