- The Flag now Self-Destructs after 2 minutes of one team owning the flag.
You're carrying highly volatile materials, you didn't think you could carry it around in a combat-heavy environment forever, did you?
- Added an alert for when the flag is about to be captured.
Teams are often blindsided when a lone scout runs past their defences, and capping without them even realising they were there. This alert should put teams more on the defensive, and keep them notified once the flag is deep in their territory.
- Logic Improvements/fixes.
As it turns out, trying to make a whole bunch of new logic when you're both tired and drunk may not be the best idea. I have since corrected and improved many of the mistakes from the last update.
Players were frequently annoyed and frustrated when trying to use the jumppad. This was down to a few factors, but i've improved the geometry around the jumppad so that players should no longer get caught on the pad or fail to make the jump.
- Crit boost upon enemy capture reduced from 10 to 4 seconds
The crit boost was always intended to be powerful in order to drive the enemy team from your base and clear a path to mid, but most players will retreat naturally and the added crit boost was a bit too oppressive. This should be a much more reasonable time to have crits, enough to win a quick fight but not enough to go on a rampage.
- Added more cover around last
Last has always felt very open and exposed, which made it feel unsafe to both leave spawn and push into last. This assortment of new objects propagating the area should help improve the area and give certain classes more opportunities for unique gameplay.
- Nobuild changes (you can build in a couple more spots now)
- Redid the spawn detailing for RED
- Skybox improvements
- Detail improvements
- Added more voicelines
- New funny secret
- Clipping improvements
- Optimisation improvements
Also, Happy (almost) 2 years!
...wow, has it already been that long?
Read the rest of this update entry...