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Patch Notes: v124 Alpha: Difference between revisions

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Created page with "== v124 Alpha == ''Released March 3rd, 2014'' (This changelog lists the changes resulting after v124i was released, along with the other v124* changes that stayed) '''Altera..."
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Revision as of 22:37, 22 July 2014

v124 Alpha

Released March 3rd, 2014

(This changelog lists the changes resulting after v124i was released, along with the other v124* changes that stayed)

Alterations:

  • Bullet Time logic has been changed. Instead of snapping directly to the incoming threats, the reaction enhancer, when detecting a threat, smoothly activates over time, faster for more dangerous items. The maxiumum potential slowdown for a threat has also been increased.
    • This means that bullet time is more predictable and smoother and easier to time correctly and adapt to.
    • It also means that being cool and timing accurate shots against your opponents is more effective than before.
    • It also means that keeping enemies at a distance is more important, because you want there to be space between you and your threat to give your reaction enhancer space to activate.
    • It also means that when attacking, you might not want to attack right away, but hold off on the first shot until you get a little closer, as to not activate the enemy’s reaction enhancer too early.
    • It also means that you don’t get trapped in bullet time as easy by single or few bullets.
    • It also means that when bullet time actually starts to really kick in, it can go even slower and allow even more control than before allowing for a far greater range of gameplay.
  • New Team-Strike Map: Trunkopolis
  • New Deathmatch Map: Night Temple
  • Lower classes in Team-Strike now also have reaction enhancers to keep things more consistent.
  • All metalface full pieces add to the reaction enhancer potency, with the chrono suit adding the most. This means bare metalfaces have less reaction enhancing.
  • Bullet time vs bullets now only activated if they are heading towards you, not away from you.
  • Railguns have been made more expensive.
  • Made bot colors more uniform
  • Made team mask colors more aggressive.
  • Slight tweak to throwing power and effect of fast tap.
  • Flashbang eye blinding glow now takes color from eyes to easier identify team
  • Team settings in actors spawners moved to an owner setting.
  • Variate in editor when selecting 1 tile only randomizes between other variations
  • Editing team ownership in editor moved to Owner Mode.
  • Reaction enhancer/ bullet time stat added to bars in actor selection
  • Increased bullet time effect of melee combat.
  • Added a feedback and a bullet time effect to hitting a grenade (punching or shooting it). Also to deflecting a bullet more than 1 time.
  • Debris and heads flying off now retain hull data and colors which makes it look better! Also, always fun to be able to identify your own head lying on the ground.
  • Scoping crosshair and laser rays are now colored according to team
  • Scoping crosshair and logic adjusted.
  • Bullet time options have been simplified.
  • Added hud icons to help locate plug
  • Optimizations

Unlisted Alterations:

Bug-Fixes:

  • Fixed a rather serious auto-aim targeting bug which caused aiming at incoming grenades not to work.
  • Hacking now works again.
  • Fixed a crash related to hack device
  • Fixed heat effect (and all other shaders) not working if a player aborts its invulnerability time by attacking or throwing an item.
  • Auto aim setting now works again.
  • Fixed being able to set custom score goals.
  • Fixed some idle Ai-bots bugs
  • Fixed bot team names in FFA being blank.
  • Add and edit teams in stage now works.
  • Corrected team colors and masking
  • Fixed a crash where if you shot a lava ball and it hit an enemy.
  • Map parameters are now correctly saved when starting a map.