about 2 years ago - /u/RavenCurrent - Direct link

Gameplay

  • Fixed an issue that disabled PNCR knockback (released in an earlier minor patch).
  • Fixed projectiles becoming stuck in moving props like doors or weapon clipped props when fired from within.
  • Increased the Rocket Launcher’s secondary attack (grenades) ammo usage from 2 to 3.
  • Increased the time before being able to switch to other weapons or fire primary after firing rocket launcher secondary to match the old stand alone Grenade Launcher values.
  • Decreased the horizontal radius of rocket and grenade projectiles from 2 to 1 unit for hit detection.

Audio

  • Added impact sounds for the Shotgun’s secondary attack.
  • Added a hum sound to the Void Cannon like the Shaft and PNCR have, which is audible to other players nearby.

Visual changes

  • Fixed an issue causing a part of the Cyclops shell to be rendered incorrectly in maps.
  • Fixed the PNCR beam’s visuals not going through all players (released in an earlier minor patch).
  • Reduced size of the PNCR’s wall impact particle effect to better distinguish it from the player hit effect (released in an earlier minor patch).
  • Fixed third party shaft beams visually going through other players (released in an earlier minor patch).
  • Fixed an issue causing player models to stand up from being crouched after they stop firing.

Interface

  • Added current game time and team scores to the match hover info box in the Play menu.
  • Added an option to select maps from other game modes in the Custom Game’s map selection modal.
  • Fixed some tampering vulnerabilities in the interface. Thanks to hst for reporting them.
  • Fixed an issue that made newly added EGS friends show as “Pending…” and offline in the friends list until restarting the game.
  • Fixed changing the eggbot color in the locker not updating the preview model right away.
  • Fixed not being able to select default customization options (released in an earlier minor patch).

HUD

  • Updated the dead state overlay image on player avatars.
  • Replaced the ready up message with a waiting for players message when not enough players are present to start a match.
  • Fixed icons from frags with secondary attacks not showing in the frag feed.
  • Fixed the infinity symbol in the current ammo HUD element not using the correct color.
  • Fixed an issue causing multiple team-join messages to be displayed in the console when someone connects.

Masterserver and matches

  • Fixed various issues that could result in too many players being in the same team.
  • Fixed a rare issue where the match abandon state would take 5 minutes before it gets set after a player did not connect to the server.
  • Various changes to improve detection of disconnected players in ranked matches for the abandon state.
  • Fixed an issue with continuous matches preventing clients from being pulled into pickups or queued matches.

Tournament system

  • Improved tournament match server selection algorithm (released in an earlier minor patch).
  • Added an option for staff to set a community tournament to be featured (visible for everyone).
  • Changed the join by id button in the tournament list screen to an open by id button to be able to open and view the tournament page before signing up.
  • Added a required option for tournament creators to set a signup start time.

Editor

  • Fix for editor undo/redo unreliability for terrain.
  • Fix for custom pickup entities and text indicators not working until the map is fully reloaded.
  • Fix for Race mode logic actions not respecting player tags.
  • Fix for Capture Area timers not being active during some stages of the game, thank you to AngryTetris for the report.
  • Improved behavior of jumppads with the ‘bounce’ property in cases where the jumppad is thinner than the player hitbox on one axis.
  • The logic action ‘start_race’ now has a drop-down in the editpad to select a ‘start_type’ which matches the behaviors of regular start triggers: ‘start_timer’, ‘start_timer_loop’, ‘restart_without_end’, or ‘smart_loop’.
  • Added the logic action ‘remove_weeballs’.
  • It’s now possible to set a game mode in the editor before starting to edit the map and without a “/reset” by using the command “/edit [map_name] [mode_code]”, for example: “/edit tt_toxic race”.

Maps

  • Collision fixes to Toxic, Brut, Sanctum, Machine, Darkness, Dynamo, Rekiem, Coyote, Caliburn, Mediterranean Market.
External link →
about 2 years ago - /u/RavenCurrent - Direct link

Gameplay

  • Fixed an issue that disabled PNCR knockback (released in an earlier minor patch).
  • Fixed projectiles becoming stuck in moving props like doors or weapon clipped props when fired from within.
  • Increased the Rocket Launcher’s secondary attack (grenades) ammo usage from 2 to 3.
  • Increased the time before being able to switch to other weapons or fire primary after firing rocket launcher secondary to match the old stand alone Grenade Launcher values.
  • Decreased the horizontal radius of rocket and grenade projectiles from 2 to 1 unit for hit detection.

Audio

  • Added impact sounds for the Shotgun’s secondary attack.
  • Added a hum sound to the Void Cannon like the Shaft and PNCR have, which is audible to other players nearby.

Visual changes

  • Fixed an issue causing a part of the Cyclops shell to be rendered incorrectly in maps.
  • Fixed the PNCR beam’s visuals not going through all players (released in an earlier minor patch).
  • Reduced size of the PNCR’s wall impact particle effect to better distinguish it from the player hit effect (released in an earlier minor patch).
  • Fixed third party shaft beams visually going through other players (released in an earlier minor patch).
  • Fixed an issue causing player models to stand up from being crouched after they stop firing.

Interface

  • Added current game time and team scores to the match hover info box in the Play menu.
  • Added an option to select maps from other game modes in the Custom Game’s map selection modal.
  • Fixed some tampering vulnerabilities in the interface. Thanks to hst for reporting them.
  • Fixed an issue that made newly added EGS friends show as “Pending…” and offline in the friends list until restarting the game.
  • Fixed changing the eggbot color in the locker not updating the preview model right away.
  • Fixed not being able to select default customization options (released in an earlier minor patch).

HUD

  • Updated the dead state overlay image on player avatars.
  • Replaced the ready up message with a waiting for players message when not enough players are present to start a match.
  • Fixed icons from frags with secondary attacks not showing in the frag feed.
  • Fixed the infinity symbol in the current ammo HUD element not using the correct color.
  • Fixed an issue causing multiple team-join messages to be displayed in the console when someone connects.

Masterserver and matches

  • Fixed various issues that could result in too many players being in the same team.
  • Fixed a rare issue where the match abandon state would take 5 minutes before it gets set after a player did not connect to the server.
  • Various changes to improve detection of disconnected players in ranked matches for the abandon state.
  • Fixed an issue with continuous matches preventing clients from being pulled into pickups or queued matches.

Tournament system

  • Improved tournament match server selection algorithm (released in an earlier minor patch).
  • Added an option for staff to set a community tournament to be featured (visible for everyone).
  • Changed the join by id button in the tournament list screen to an open by id button to be able to open and view the tournament page before signing up.
  • Added a required option for tournament creators to set a signup start time.

Editor

  • Fix for editor undo/redo unreliability for terrain.
  • Fix for custom pickup entities and text indicators not working until the map is fully reloaded.
  • Fix for Race mode logic actions not respecting player tags.
  • Fix for Capture Area timers not being active during some stages of the game, thank you to AngryTetris for the report.
  • Improved behavior of jumppads with the ‘bounce’ property in cases where the jumppad is thinner than the player hitbox on one axis.
  • The logic action ‘start_race’ now has a drop-down in the editpad to select a ‘start_type’ which matches the behaviors of regular start triggers: ‘start_timer’, ‘start_timer_loop’, ‘restart_without_end’, or ‘smart_loop’.
  • Added the logic action ‘remove_weeballs’.
  • It’s now possible to set a game mode in the editor before starting to edit the map and without a “/reset” by using the command “/edit [map_name] [mode_code]”, for example: “/edit tt_toxic race”.

Maps

  • Collision fixes to Toxic, Brut, Sanctum, Machine, Darkness, Dynamo, Rekiem, Coyote, Caliburn, Mediterranean Market.
External link →
about 2 years ago - /u/RavenCurrent - Direct link

Originally posted by hadriel1989

there seems to be an issue with wipeout pickups on the map Arcol. Just had a queue pop and everyone got an "invalid version of map" error

What was the server of that pickup?

about 2 years ago - /u/RavenCurrent - Direct link

Originally posted by hadriel1989

Dallas

Are you able to launch a custom match on that map in any server?

Try verifying the game if you can't load the map anywhere (click the 3 dots button next to Diabotical in the Epic Games Library)