In this update15
Full notes
Full ANIMO Stars Arena update
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What changed
- Gameplay
- Balance
- Store
- UI and audio
ANIMO Stars Arena changes
New Features
Pilots Everywhere!
We’ve taken pilots out of their mechs and into the HUB where you will be able to interact with different features (i.e. game start, mech customization).
Loadouts
We’ve added the ability to pre-configure and save mech presets for quick deployment during gameplay.
You will be able to save up to 6 unique loadouts.
Each loadout consists of a cabin, engine, left/right item, bumper, and theme
Firing range
We’ve added a firing range to the HUB where you will be able to test various mech loadouts and weapons.
“Buzz-B”
A lightning bolt weapon. If an enemy is hit it will bounce to nearby enemies in a chain of damage to deal 80% of maximum damage to damage a maximum of 3 additional enemies.
Account System
We’ve now created a new ANIMO account system for users to connect their various accounts (i.e. steam, epic, and blockchain wallet) to sync all of the users data
Emotes
Emotes are animations that pilots perform in-game. If the emote is activated while in the mech the pilot will pop out during the emote.
Stickers
Stickers are emojis players can use in-game to communicate with other players.
UX/UI UPDATES
Pre/Post-Game Screens
We’ve made significant changes to the pre and post-game screens to include player names and game statistics
HUD
New overall look! Adjustments to in-game HUD such as ammo indicators and currently equipped weapons
Mech Loadout Screen
Added a widget to display current loadout’s attributes (i.e. weapon damage, health, armor, speed, class) with comparison features.
Can equip/change abilities (Dash/Shield/Mortar)
In-Game Updates
Direction marker for tank movement to help users keep track of forward movement
Pilot head movement: pilots will now look towards nearby enemies
Visuals align with damage collision to match rendered mesh
Height fog is now added
Balancing Updates Movement Updates
Sprinting/Boost
Added maximum duration and recharge delay
Jump
Tanks have 1 jump charge, while walking mechs have 2 jump charges
Added a 0.15 second cooldown to jumping to avoid instant double jumping
Adjusted movement with jumping to allow for higher precision mid-air
Weapon Updates
Sword
Sword damage increased to 120
Skyhammer
Laser damage reworked to be applied every 0.25 seconds
Laser damage will start at 10, then increase to 15 after 2 seconds of continuous firing. Finally, after an additional 2 seconds of continuous firing, the damage will then increase to a maximum of 22 damage.
Laser damage will initially start as a yellow laser (starting damage) then change to orange (middle damage) and then to red (maximum damage)
Maximum firing time is set to 8 seconds. If exceeded, there will be a 4 second cooldown.
The weapon will go to automatic cooldown after 1.5 seconds of non-continuous use (while within maximum firing window)
Critical Damage
Critical damage now applicable only to headshots. Note: Does not apply for lasers, hookshot, swords, or flamethrowers.
Getting hit while doing an emote will cause 2x Critical Damage. Careful with the bm!
Armor
Damage to opponent mechs is now calculated based on opponent armor and other attributes
Ability System Updates
Dash
Players now hold 2 dash charges that recharge every 10 seconds
Dash will now follow most recent movement input from player (i.e. dash left with left movement)
Shield
Players can deploy a spherical shield to protect themselves for 4 seconds
Mortar
Fires a projectile that denotes after 2 seconds and causes a “knock-back” area of effect to opponents and applies small damage
Bug Fixes
Wall Collision Mechanics
Removed collision mechanics that caused “wall-running”
Charge Rifle SFX
Removed “beeps” when used
Flamethrower
Removed bug where flamethrower would continue to fire even after releasing fire button
Weapons Swap
Removed bug where weapons swap visually but would not swap weapon fx/features until user died
Source
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