Diabotical

Diabotical Dev Tracker




11 Oct

Post

Gameplay

  • Fixed an issue where hitting a slanted surface would push you down to the ground at disproportionate speeds.

Spectator

  • Fixed spectating mode showing the wrong weapon being held, and the HUD showing the wrong player's information when switching players to follow with the player number binds.
  • In the minimap the player pins of each team are now have their team colors.
  • In the minimap the currently spectated player's pin now has a white dot to indicate whose point of view is being shown.

Performance

  • Fixed some micro-stutters related to audio playback - thank you to Aeson.

Audio

  • Fixed issue causing some explosion and impact sounds to not be correctly spatialized sometimes.
External link →

10 Oct

Post

Performance

  • Improved the performance of environmental particle effects.
  • Optimizations to bots' AI.
  • CPU-side optimizations related to environment-vs-player interaction.

Spectator

  • In Settings-More Settings there is now an option to auto-follow persons of interest, currently it follows the MacGuffin carrier, or a Flag carrier.

Bots

  • Bots no longer go inside props and blocks that had been set to player collision - bots will not be going inside the objects in the Practice Range anymore.

Maps

  • "Test", the MacGuffin map available in Custom Games, has been updated with some modifications after being playtested: the MacGuffin-Red Armor area has been increased, it now takes longer to go from Red to the Wishing Well base, there are now stairs from the mid 50HP to the top Blaster to avoid having to drop down to the teleporter to go up, the Grenade Launcher has been moved...
Read more External link →

09 Oct

Post

Spectator

  • When a player being spectated dies, the camera will now by default switch to the player who fragged the other, instead of just to another player.
  • In Settings-More Settings it's possible to select whether the spectator perspective switches to the fragger on death or if it stays with the current player.

Visual changes

  • Damage numbers are now displayed above the enemy overhead name so that they are more readable.
  • Fixed overhead names lingering too long after an opponent enters a smoke field (released this morning as a minor update).
  • Fixed the smoke from the Smoke Weeball sometimes incorrectly hiding enemy overhead names when opponents are nearby released this morning as a minor update).
  • Fixed overhead names sometimes giving away player positions through some obstacles (released this morning as a minor update).

Audio

  • Fixed issue causing sounds originating from uppe...
Read more External link →

07 Oct

Post

Visual changes

  • Tactical pings now depend on having a clear, conservative, line of sight to the enemies to prevent triggering them behind walls
  • There are now indicators above a player when they are in the Console, Menu, Chat, or alt+tabbed (different ones for each) - this includes enemies but adequately hidden when necessary
  • The names of enemies are now displayed when they are being targeted if the crosshair is roughly pointing in their general direction and there is a clear, conservative, line of sight to them
  • In Settings-More Settings-Overhead names section, it's now possible to disable enemy names; set the color of enemy names: team colored (default) or custom color; and set the color of teammate names: HP gradient (default), team color, or custom color
  • In Extinction there is now an exclamation point over your teammate who is the last Life Leader
  • In Extinction there are screen-edge waypoints when there are Life Leader p...
Read more External link →
Post

Customization

  • It's now possible select an already placed sticker and send it backward one layer, bring it forward one layer, bring it all the way to the front, or send it all the way to the back
  • The default sorting of stickers now respects the order of addition instead of them being arbitrarily sorted

Visual changes

  • In Settings-More Settings there's now a checkbox to enable damage number grouping (their values are accumulated if the individual contributions happened in quick succession)

Maps

  • New map! "Test" is a new MacGuffin map available in Custom Games, any feedback about it is appreciated - in this map the PnCR first spawns at the 2 minute mark
  • The map "Test 2" has been removed from the Custom Game's MacGuffin map list
  • Kasbah's spawns have been adjusted with some unused spawns being removed, some added on the Red Armor side of the map, and some moved to prevent some sightlin...
Read more External link →

06 Oct

Post

Gameplay

  • There is now a Pause function in private Custom Games, each player has access to a single pause that can last for 60 seconds, while the host and others in the lobby that have been given the admin role have unlimited pauses each lasting infinite time. By default the Pause/Resume function is bound to F9 and Pause/Break, it can be rebound in Settings-Controls-Gameplay-Pause/Resume - this function is an experimental state

Visual changes

  • There are now screen-edge waypoints that indicate the current base that you should go to in MacGuffin (whether you are delivering or attacking)
  • Increased the resolution of the waypoint icons

Audio

  • The volume of enemy movement sounds above and below has been tweaked to better represent the relative distance of players

Interface

  • Updated translations
  • Added Pause abuse to the list of report reasons

Editor

... Read more External link →

05 Oct

Post

Gameplay

  • Fixed an issue in MacGuffin that could cause the overtime to be restarted when an attacking player that died on the point respawned, and could also prevent the MacGuffin from being stolen

Visual changes

  • When using lower resolution scales the various in-game indicators now retain the full resolution of the application so that they have better readability (indicators such as Base waypoints, teammate names, Powerup waypoints, MacGuffin waypoint, Weapon waypoints)
  • In Settings-More Settings it's now possible to select the color of damage numbers (default is white), select whether it stays that color or goes from that color to red with higher amounts of damage, or if it corresponds to the color of the weapon that was fired - note that when healing teammates with the Siphonator the healing number remains green
  • In Settings-More Settings it's now possible to select the scale of damage numbers
  • The Ping Screen-...
Read more External link →

04 Oct

Post

Gameplay

  • Fixed an issue that could cause a team's score in MacGuffin to be stuck on 99
  • Fixed an issue that could cause the MacGuffin to disappear after death

Visual changes

  • In Settings-More settings there is now an option to customize the screen-edge ping waypoints so that they are always visible, only threat pings (red) visible, or never visible
  • Fixed issue causing the environment decals to be displayed on top of the MacGuffin when held
  • Fixed an issue that would cause entities of a previous map to show up in another if the initial map's load was cancelled (unreported 2 days ago)

Spectator

  • It's now possible to spectate matches hosted on LAN correctly

Servers

  • An issue affecting Suddenlink customers in the West coast NA causing high ping to our servers has been fixed by i3D.net - thanks to Pankz for providing a trace

Maps

  • ...
Read more External link →

03 Oct

Post

Interface

  • Experimental LAN/Direct connection support: It is now possible to select Direct connection in Custom Games in order to host Diabotical matches and play with others through a direct connection. Players are required to be online in their Diabotical accounts in order to join a lobby, if the players are not on LAN, you as the host will need to open UDP port 32123 on your router in order to start a match with others, a selection of your detected IP addresses will be shown prefixed as Direct/, including the Public IP (for players online to connect to you) and your Local IP (to host matches on LAN ) - This is a feature under development, only client side netcode is currently supported in this mode and statistics are incomplete at the end of the game
  • Updated translations

Visual changes

  • Tactical pings by teammates now have indicators on the edge of the screen when not within the current field of view

Maps

... Read more External link →

02 Oct

Post

Gameplay

  • Fixed an issue that could cause the Crossbow to deal two instances of damage
  • The MacGuffin now bounces off after landing on a steep surface

Netcode

  • Improvements to overall projectile netcode accuracy
  • Improvements to projectile netcode addressing point-blank and close-range scenarios

Interface

  • The Custom Games menu has been reworked with a new design and now shows a list of players in the selected match
  • The Leaderboards now display only players that have 25 or more matches played in a given mode
  • Updated translations

Maps

  • In Oxide, fixed a collision issue on the trims and a misaligned texture
  • In Ukiyo, the ramp section has been replaced with stairs, various adjustments to the path

-The Shop has been updated

External link →

01 Oct

Post

Gameplay

  • Fixed the excessive projectile knockback on the bots in the Practice Range, Tutorial
  • Fixed issue where a player with the Siphonator powerup would heal a teammate when firing projectiles at other players (now teammates are only healed if the player with the Siphonator hits them specifically)
  • Fixed issue where grabbing Health or Armor pickups would reset your Health and Armor to the regular maximum values when using custom games commands to increase Health and Armor beyond those values

Audio

  • The range of item pickups has been increased to match the range of player movements
  • Props with sounds now emit them again - the Ambient Volume slider in Settings-Audio can be adjusted to control the volume of ambient sounds

Masterserver and matches

  • Fixed an issue where loading a map at the moment that a queue match was found would prevent you from joining that match

In...

Read more External link →

30 Sep

Post

Gameplay

  • Fixed an issue that would cause players to die after respawning
  • Knockback intensity is now more proportional in wrap-around-edge damage situations
  • Fixed issue causing the application of direct hit damage and knockback when splashing enemies through ledges
  • Fixed issue causing projectile explosions to sometimes be represented slightly inside the contacting surfaces

Masterserver and matches

  • Datacenters with less than 65 ping are now automatically added to your selection list the first time you load the game and when a new server is added
  • Improved the process of checking the datacenter preference by ping, which is used for determining which datacenter will be used in a match

Maps

  • Collision fixes to Icefall and Marina

Editor

  • Added some new orange colored production props
  • The default /edit map now has more entities...
Read more External link →

29 Sep

Post

HUD

  • After a weapon keybind is pressed for a currently owned weapon there is a period of 0.5s where other presses of that same keybind won't result in the weapon waypoint showing up
  • In Settings-More Settings it's now possible to set weapon waypoints to only show up when you press a weapon keybind while not having the weapon and it's now possible to fully disable weapon waypoints
  • In Settings-More Settings it's now possible to customize the size of waypoints
  • Waypoints for spawned weapons and the MacGuffin now have a pop in animation
  • Waypoints for weapons now have a fade out animation

Gameplay

  • Weeballs no longer do self damage or friendly fire (when friendly fire is turned on)
  • The Blaster's self damage has been reduced from 50% to 40%
  • Fixed players on different teams being able to damage each other in Time Trials (unreported yesterday)

Audio

  • The Menu Eggbo...
Read more External link →

28 Sep

Post

HUD

  • It is now possible to press a weapon keybind of a missing weapon or of the currently selected weapon to display a waypoint to its spawning location(s) - there will be an option to disable them soon
  • In team modes the names of players are now indicated below their avatars in the Ally and Enemy Players HUD elements
  • There is now a Spectator Item Timer HUD element that shows the current item respawn times for the major armors, Megahealth, and powerups
  • In the Final Scoreboard there is now a column that displays the time played for each player
  • Assists and Frags are now displayed at different font sizes to better distinguish them

Visual changes

  • The visibility range of stickers on eggbots has increased
  • Increased the size of the MacGuffin's position indicator by 40%

Spectator

  • Fixed incorrect first person firing sounds

Maps

  • Collision fix...
Read more External link →

27 Sep

Post

Gameplay

  • Fixed an issue with projectiles going through blocks in some circumstances - thank you to nerVzzz, fr0by, DonRade for the reports

Spectator

  • Fixed not being able to see the first person weapon skins that a player is using while spectating them
  • Fixed camera spin-out when the player being spectated died
  • Fixed detached thrusters and player rings being visible on the map

Visual changes

  • Fixed an issue where players would see weapon fire coming from a player after that player had already died

Maps

  • New map! Ukiyo is a new Time Trials map available in Custom Games
  • Improved the weapon collision on stairs in all CTF maps
  • Some collision fixes to Enclosure, Barrows Gate, and Marina

Masterserver and matches

  • Fixed an issue that could result in party members being put into different teams

Interface

... Read more External link →

26 Sep

Post

Netcode

  • Further improved the reliability of hitscan registration under packet loss conditions

Maps

  • Improved the splash damage detection on stairs in all Wipeout maps and their Brawl versions, TDM/Extinction maps, Macguffin maps, Duel maps and Aim Arena maps

Gameplay

  • Fixed an issue with players not dying when falling out of the map
  • Time Trials can now be played while having empty teams in a lobby (no longer requires the Team Count setting to be set to 1 in order to be playable and not end immediately, when starting a public multiplayer match, team count 1 is recommended for all players to be on one team)
  • Fixed and returned /gg as a forfeit console command when playing Duel

Masterserver and matches

  • Lowered the minimum number of players required for FFA game modes to start to 4
  • Matchmaking tweaks to help low ranked players find games fast...
Read more External link →

24 Sep

Post

Interface

  • In Ranked-Team the 3v3 Circuit option has been removed and it is now possible to queue for 4v4 Wipeout, 3v3 MacGuffin, and 3v3 Extinction separately - 3v3 MacGuffin's skill ratings have been brought over from the 4v4 MacGuffin queue, Extinction's skill ratings from the 3v3 Circuit
  • The Leaderboards have been updated to reflect the Ranked modes
  • Fixed an issue that would prevent queues from being selected

Servers

  • Added servers in the following locations:
    Seattle (Washington), United States of America
    Santa Clara (California), United States of America
    Madrid, Spain

Gameplay

  • Tentative fix to issue causing splash damage to not be applied sometimes

HUD

  • The Machine Gun ammo's icon color in the pickup notice has been updated, successfully this time
External link →
Post

Visual changes

  • Fixed an issue where weapon animations would loop while not firing them

Interface

  • Fixed an issue that prevented Custom Games from showing the correct mode options
  • Updated the Victory and Defeat screens' visual effects
  • Updated translations

Maps

  • In Oxide, some spawns have been adjusted and redundant ones removed for better outcomes when playing Extinction, Blaster ammo has been added to the upper orange area (orange walls), adjusted the position of the Rocket Launcher near red so that it's easier for new players to spot
  • In Sunken, fixed an issue where it was possible to throw the MacGuffin out of the map
  • Collision fixes to Wellspring

Gameplay

  • Fixed the issue of grabbing a weapon or ammo lowering your current ammo in modes where a weapon's starting ammo is higher than its maximum pickup amount
  • game_weapons...
Read more External link →

23 Sep

Post

Visual changes

  • There are now objective indicators that stay on the sides of the screen when not facing them, which indicate the position of the MacGuffin carrier, MacGuffin spawn, MacGuffin dropped - more gameplay element indicators will be coming soon
  • The MacGuffin objective indicator has changed from the letters MCG to the MacGuffin icon

Interface

  • The game is now translated into Korean - in order to activate it, change your Epic Games Launcher's language in the settings to Korean

Gameplay

  • Additional game_weapon_mode names have been added to allow for different starting weapon combinations to be set in Custom Games.game_weapon_mode: machinegun_blaster_super_shotgun_rocket_launcher_shaft_crossbow_pncr_grenade_launcher; is the set order, remove unwanted weapons from this string to spawn with them - note that not all combinations have been added yet, and that a better meth...
Read more External link →

21 Sep

Post

HUD

  • Powerups are now visible in the minimap
  • A teammate carrying the MacGuffin is now displayed carrying it on the minimap
  • Flags are now visible on the minimap
  • A teammate carrying the Flag is now displayed carrying it on the minimap

Visual changes

  • In instagib the damage number displayed on fragged enemies when having the outgoing damage option selected is now 400 instead of 1000000

Audio

  • In Settings-More settings there is now an option to disable hit beep sounds

Maps

  • Collision fixes to Furnace, and Toya Fortress

Gameplay

  • Fixed Instagib Duel scoring being limited to 2 opposing players when played with larger team sizes
  • Fixed the MacGuffin not spawning if the Instagib setting was selected in Custom Games

Masterserver and matches

  • Internal masterserver stability improvements
... Read more External link →