On Reddit: https://www.reddit.com/r/Diabotical/comments/i62h91/the_stress_test_3_is_starting_patch_notes/
Interface
- In Play-Quick Play Brawl 3v3v3 has been renamed to 3v3v3 Brawl and moved from the Brawl Play Card to the Arcade Modes Play Card
- In Play-Quick Play Brawl Instagib 3v3v3 has been replaced by FFA Instagib
- In Play-Quick Play Wee-bow Instagib 3v3v3 has been replaced by 5v5 Wee-bow Instagib
- In Play-Quick Play the Brawl Play Card has been renamed to FFA and the mode FFA has been added (based on the mode that was known as Brawl FFA)
- In Play-Competitive the Rank Legend button has been moved from the Play Cards to its own separate button to the left of Find Match
- In Play-Competitive, fixed the issue when queueing Solo Queue where the current queue indicator would also list the names of the Leaderboards and Rank Legend buttons on the Play Card
- In modes with more than 6 maps in their pool, 6 of those maps are randomly selected and placed in the Map Vote screen
- The Settings submenu titles now use a larger font to be more noticeable
- In Settings-Weapons the Default settings tab when open is now wider and displays its name without hovering
- In Settings-Audio there is now an Ambient Volume slider (
/sound_ambient_volume
default 1/100%) - The Leaderboards button has been re-added to the top right button in the Menu (it remains accessible on the Competitive Play Cards as well like in the last Stress Test)
- In Custom Game the game mode Capture The Flag - Unfinished is now available for testing, this is not the CTF mode that is planned to be queueable in the future
- In Custom Game the Unlimited options are now at the bottom of the dropdown lists
- The crash that happened due to an interaction between Fraps and the Epic Overlay when starting Diabotical while having Fraps already on has been fixed by Epic
HUD
- The HUD editor now includes a Toggle Background button to switch between a map screenshot and a black background
- The HUD editor now includes a Toggle Weapon button to switch between displaying and not display a first person weapon model (Rocket Launcher)
- There is now a Minimap HUD element that more accurately represents the geometry of maps relative to the former Minimap that was only available in the map editor. The Minimap shows your position; shows your teammates’ positions with the color of teammates indicating their current health, with transparency indicating whether or not they are on the top layer of that Minimap location; displays pings (players ping in the 3d map and the ping is also visible on the equivalent location on the Minimap); and shows the locations of the Megahealth, Red, Yellow, Blue armor. The Minimap will be on your HUD by default and its size, and position can be customized, more customization options are planned - a Minimap may help some players when learning a map and can provide some information about the position of players and pings while in a match. Note that when added to the HUD the Minimap will be visible by default since the variable
/hud_minimap
is already set to 1 by default, but if you have changed the variable manually to 0 you will have to type/hud_minimap 1
. - The Editing Info HUD element has been added, this element works in the Map Editor when someone has enabled
/discover
in order to create a Minimap, it indicates that the the discovery process is active and includes some instructions - The Frag Notice HUD element now includes the option to Hide Assists
- The Voice Chat HUD element now displays when you press the push-to-talk button instead of only displaying when teammates are talking
Masterserver and Matches
- The warmup time in Queue matches has been reduced from 60s to 30s
- The warmup time in the game mode Warmup has been reduced from 60s to 20s
- The minimum number of players for a match of the game mode Warmup to start has been reduced from 8 to 4 players
- When a player leaves a match in warmup of a Competitive match and doesn’t reconnect in 2 minutes the match will be cancelled at the end of those 2 minutes and the player that left will receive an abandon penalty
- When a player leaves an ongoing Competitive match, and doesn’t reconnect in 2 minutes, the player that left will receive an abandon penalty, the other players can continue to play the match as the result will still count, however from that point onwards, players that leave the match will not receive an abandon penalty and will be able to re-queue right away
Gameplay
- 3v3v3 Brawl has changed from having players spawn with 0 armor to spawning with the 100 armor
- 3v3v3 Brawl has changed from having players spawn with the Machine Gun, Melee and having the mechanic where the third place team receives the weapon to all players spawning with all weapons
- The Warmup mode’s stable health has changed from 200hp to 100hp, the max armor from 100armor to 200armor
- The Warmup mode’s starting health has changed from 200 to 125
- In the Warmup mode, powerups no longer spawn
- FFA’s rules are same as the Brawl FFA mode available in the first Stress Test, players spawn with 125hp 0armor, Machine Gun, Melee and the players nearer to the bottom of the scoreboard respawn with the weapon that they were fragged by
- Extinction’s respawn times have changed from depending on the life difference between the life leaders on each team to always being 1.5s for players that have lives and 3s for ghosts
- In Extinction the spawn health of ghosts now depends on the life difference between life leaders. Ghosts now spawn with 125hp if the life leaders on both teams have the same number of lives, 100hp on the team of the life leader with most lives when there’s a difference of 1 life, 75hp on the team of the life leader with most lives when there’s a difference of 2 lives
- In Extinction when an enemy ghost dies they now drop a team colored orb/soul which when grabbed by an enemy of the ghost will give them 15 hp and ping the life leader on the ghost’s team. This ping has a different sound, looks like a crosshair instead of a triangle, shows up as red for enemies of the life leader and as yellow for the life leader and teammates of the life leader to notify them that the position of the life leader is known. The orb/soul can be denied by teammates of the ghost and will give them 10hp like a regular health drop on death
- New mode! Capture The Flag - Unfinished has been added to the Custom Game’s mode list for testing, this is not the CTF mode that is planned to be queueable in the future. In this mode played with 2 teams, players attempt to defend their flag and bring the enemy flag to their flag in order to score a point. There are 5 team specific Weeballs on each base that players can grab, in this mode the Weeballs can be picked up but they remain with that player for the rest of the match, being throwable again once the cooldown finishes. Respawn times depend on the position of the player relative to their base, with the respawn time being longer when a player dies close to their base and the respawn time being faster when players die near the enemy base. There is a mercy limit when a difference of 8 flag captures is reached
Visual changes
- When a player is carrying the Vindicator powerup they now have purple overlay effect on top of them instead of yellow like the Diabotical
- Fixed the issue with Rockets and Grenades getting visually stuck in the air
- Fixed a Medieval chair that had no texture
Audio
- Fixed Ambient sound nodes not working
Maps
- New Wipeout/Brawl map! This Stress Test a new map, currently called “Test Map” is being added for testing, this map is available in Wipeout, Brawl, FFA, Instagib FFA and Warmup
- Brawl, FFA and Warmup in addition to the Brawl versions of the Wipeout maps now all include Marina, Sunken, Icefall, Oxide and the returning Alchemy so that players have a larger variety of maps in these modes and are able to learn and practice them before playing the MacGuffin and TDM/Extinction maps in the Competitive Solo Queue
- New maps for Capture The Flag - Unfinished! Cathedral and Dojo are now available in the Custom Game when selecting Capture The Flag - Unfinished
- In Alchem,y the pipes that didn’t have collision next to the PnCR now have collision, and a wall when climbing the stairs from the powerup to the
- In F1sk’s House it is now easier to rocket jump on the gear in the Mega room as the whole top of it has weapon collision now
- In Oxide, the jumppad room that connect the Red Armor area to the Powerup area has some more color on the walls, some props in the powerup room that didn’t have shadows now do, and various collision issues have been fixed including ramp weapon collision on some stairs
- In Perilous, the teleporter entrance in the Mega room has been adjusted to allow for better collision, other collision fixes, various wall texture/color changes, added some artwork to the corridor that connects the Red and Yellow armor rooms
- In Skybreak, some textures have been fixed, the doorway that leads to Red Armor has been made to look more symmetrical, a light has been added to the door that connects the Mega room and the Blue Armor room to make it more noticeable
- Various collision fixes to Crystal Cove, Sunken, Icefall
- Crystal Cove and Sunken now have ambient sounds - keep in mind that there is an ambient volume slider in Settings-Audio
Editor
-Props with the Slide (no control) option have recently changed to not allow players to jump, which was something that could be used to keep yourself on top of a sliding prop, it’s now better when it comes to acting as a surface that players can reach without colliding with an invisible wall, but not stay up there as they will slide down
-The Terrain recently changed to include clipping options, full clip, no clip, player clip, weapon clip, you can select the terrain manually or with /find terrain
and then set it in the properties tab of the Editpad, after that you will have to save and reload the map to experience the change (you may be interested in only having the terrain for the visuals without its collision for example)
-There is a new light type called Shadow Ambient, which has the objective of not requiring mappers to add many ambient nodes to the interiors of buildings, since this light can help create contrast between interiors and exteriors with a dark color (and like the ambient color it can also be used to tint maps, possibly give them more of a certain feeling with a certain color)
-It is now possible to create Minimaps in map editor which will show up in the Minimap HUD element.
In order to generate a Minimap, go to Settings-HUD, scroll the list of elements all the way to the right, add the Editing info HUD element, add the Minimap HUD element, set, /edit
a map and type /discover
, if you have the Editing info HUD element on your HUD then it will show up to indicate that the discovery process is active and it contains some instructions, walk around the map and a Minimap will be generated based on the areas that you reach, take special care to step on areas at different elevations, most notably stairs should be climbed up in order to capture all steps. - Note that if there is ever a change to the geometry of the map, the Minimap should be redone from scratch, as it will most likely not accurately represent the geometry change
You can /discover off
to stop the discovery (the text on the Editing info HUD element will go away), you can /discover clear
to restart the discovery (the ;inimap will be reset). If you keep /discover
on it will stay on as you switch or reload maps in edit mode. It is not possible to erase a bit of your Minimap but it is possible to /save
and then keep working, with the safety that you can return to the previous version of your Minimap - it’s possible that at times you will step on a surface that can have an effect that you don’t want on your Minimap, such as showing an area that could be better left off like a fence on the outer border of a map that players won’t usually stand on, a cliff below your map, a sliding rooftop, or an inaccessible area that was caught by the Minimap generation. In the case of this last one it can be helpful to /save
and test some different walking paths while using a small /editor_discovery_radius
such as 1 (default is 16) so that only the accessible floor is showing up.
Terrain can pose some difficulties, the most notable case of this is duel_frontier which has a missing floor near the red armor and near the tunnel doors, in general try to walk over the whole area that is showing up as invisible and the adjacent visible area in order to discover it. After doing /save
on a map the Minimap will be attached to the map file (/discover clear
can erase the Minimap). The Minimap displays the Megahealth, Red, Yellow and Blue armors automatically if they are present in the map
- Some Medieval props have been added