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Maps & General Polish Update! (v2.0.6)

Map Updates

All maps have been touched up and adjusted where needed.

NEW MAP Woods SA

We added a small arena (SA) variation on woods. We want to spend some time looking into the smaller maps and how it feels for Crashauts.

Adjustments

Wreckage

  • Artwork adjustments

  • The map size has been reduced slightly

  • Physical elevators have been added to side paths

  • Crushers removed for time being.

Keep

  • Artwork adjustments

  • Weapon placements adjusted

  • Variation to bridge on left side of the map

  • General Platform adjustments

Stasis

  • Artwork adjustments (now it's much colder on stasis!)

  • The map size has been reduced slightly

  • Increased incline of the low path

  • Adjusted the locations of the teleporters

  • Removed gravity well

Fringe

  • Big artwork adjustments

Courtyard We found the layout of courtyard to just "not work" with Crashnauts. It has been overhauled.

  • Theme and artwork adjustment

  • Overhaul of the steps and floating platform

  • Adjusted platforms

  • Adjusted weapon spawns

Woods

  • Minor adjustments to woods layout.

Quality Of Life

Gameplay

  • Updates to Human, Bruin, Kryll animations to make them coooooler.

  • Slight velocity increase to 1st jump

  • Added music from Teknoaxe

Menu and User Interface

  • Many artwork adjustments

  • Better controller support

  • Better flow between screens

  • Better loading

Core Engine

  • Major reworking / improvement of how game assets are loaded as a result of optimizing for Nintendo Switch release.

  • Major oversight fixed on Camera functionality that prevented camera from panning while zoomed in. Camera feels much more natural now.

  • Toned down announcer events for less important events such as headshots and overkills

  • Fixed major bug causing Rockets and Grenades to explode unexpectedly and inconsistently

  • Added safeguard logic so objective items (HTF flag) will reset to camera center if they drop below camera bottom view

  • Fixed controller mapping issue that prevented opening the Pause Menu during gameplay

  • Fixed oversight with Rule Set value selection that would have the game load the wrong values from what the user had chosen

  • A bot player is now added automatically if only 1 human player is found

  • Fix for issue where Camera would occasionally scroll past 'Stop Points' on Keep.

  • Fixed bug in FFA Stock that would result in a DRAW if both players had 0 remaining stock on the last kill

  • Fixed "Takes The Lead" stinger that would play in TDM Stock on first spawning

  • Fixed longstanding continued velocity after respawn bug.

Core Gameplay

  • CPU droplasers no longer track a players position perfectly, feeling more natural

  • Temporary removal of PowerGlove until we have it fully polished for public play

  • Fixed issue that awarded points to a team in TDM when a suicide occured

  • Moved fire origin for Shotgun backwards 1.0 so rays will still hit other player when they are very close / slightly overlapping each other.

Visual Changes

  • Made end match detailed stats larger

  • End match score pile now shows energy pile for HTF

  • Updated projectiles trail effect to a more performant effect

  • Removed bot chatter text for now

  • Fixed issue that would cause spawn Overshield to grow in size when repeatedly grown

  • Multiple players can no longer choose the same player color

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