Update 0.3.19 is now available. The cel shader has been reworked, and lighting / shadows should look a lot better for all maps in Revn. Two objectives have been added to each lane, one for each team, bringing the total to 3 zones per lane, and one final zone. For quality of life, items are now auto-sold when removed.
Full patch notes:
- New art asset for lane objectives
- Fixed collision on statue mesh
- Improved cel-shader
- Reworked particle effects for weapon muzzles, bullets, bullet impacts, etc
- Reworked lighting
- Fixed text for Leaderboard “Total Metal”
- Purchasing an armor item now auto-sells the existing item in the slot
- Removed 15x scope from game
- Fixed rotation of starter turrets in Lane Map
- Player characters now have a baseline health stat
- All players (especially clients) now match their control rotation to their spawn rotation when re-spawning
- Weapon mod changes
- Triple Burst damage increased to 7 (was 5)
- Standard Burst damage increased to 8 (was 6)
- Medium Shotgun equip time reduced to 1.3 (was 2 seconds)
- Long Shotgun equip time reduced to 1.5 (was 2 seconds)
- Medic bubble “Sphere” now hidden until it becomes operational
- The following passive item upgrade tiers have been fixed to actually improve stats
- Heavy resistance plating
- Cool-down reducer
- Nano-weave
- Medium plating
- Heavy Shielding
- Light Shielding
- Poisoned Rounds
- Puncturing Rounds
- Small Mana Generator
- Seer Range Booster
- Resource terminals now update their LED panel colors to either Red or Blue depending on if it belongs to an enemy or ally team
- Weapons can now have a Mobility stat, which affects how fast a character will move while holding it.
- Short barrel is currently the only gun mod with a Mobility stat (+20% move speed)
- New falling animation loop
- New wall art asset
- Reworked character armor materials
- Decreased Turret time to build to 30 seconds (was 40)
- Characters now have a baseline mana regen of +1 per second
- Metal Inventory Cap increased to 10,000 (was 1,000).
- This will probably eliminate it for most strategic purposes. This is an experiment to see if a metal cap is necessary.
- Added additional lane objectives to Lane Map
- Game Mode should now attempt to reassign all players if a player disconnects during the lobby
The Wednesday playtest will be moved to Tuesday @ 5:00 PM Eastern. See you there!