Full notes
Full Battle Tracks update
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Repeated intro
Hello all, it's your local friendly game developer here, Cory. It's been a little while since I've posted an update to Battle Tracks. Lots been going on! I published another game Luminus!
What changed
- Compatibility
- Gameplay
- UI and audio
- Maps
- Balance
- Fixes
Roguelite Early Access
Battle Tracks has had the roguelite mode in open beta for a while now, which has also made it difficult to work on adding new features, bug fixes, etc. at the same time. The scope I have planned for the roguelite mode is pretty large, and is likely going to be something that will slowly improve with time.
It's for that reason I decided to just entirely move the mode to early access, live on the same branch build. I've disabled the old branch, but you should still be able to play, including any save files, on the main game now.
Any updates to this mode I'll just post to the main game at this point like any other update. Please feel free to continuing giving me feedback on the mode, what you think of it, and what improvements you'd like to see (as well as bugs). I have ideas for it, but it'll take time.
That said there are still some notable bugs with the roguelite mode.
Multiplayer in the roguelite mode is likely to be extremely buggy, and may not even work at all. It's been tested extremely minimally
Not all effects may work on all bosses, or display VFX yet.
Deathmatch Improvements
When we launched, deathmatch mode was a fairly small feature (it still is) that didn't get a lot of extensive play or testing. Recently after watching some folks play, I've made some improvements to it to make the flow a bit better and fix some general issues.
Thanks to Pizza_Zah_Hutt and his community for testing out deathmatch more, and inspiring these changes.
Exiting from the pause menu while in deathmatch will now return you to the deathmatch screen in the main menu
Improved the UI in the deathmatch menu to be more consistent and (hopefully) less confusing
(Online) When players join deathmatch, it should now show their steam username instead of "Player #"
When returning to the menu after deathmatch, it will now remember what level you were on, and how many lives you had selected
(Online) Deathmatch should now track the local players kills correctly
Removed "Hits" from the stats at the end; didn't seem like a meaningful metric
Adjusted the ending screen stats display visuals in general
Crowd control should no longer break deathmatch when people attempt to do effects
When ending a match, it now shows three map options to move to (including the map you're currently on)
(Online) When players pause, it now shows the name of the player who paused
(Online) Prevent players from late joining an ongoing match
Fix UI bug where the deathmatch tank color selection would still show even if you joined a coop lobby
General Changes
In addition, theres been a variety of general improvements.
One note, as a failsafe measure, I've added a new beta branch called "previous" this will always contain the last update. That way if there's something game breaking in the current update, you can easily revert back until I can fix it.
Updated 7ark Games logo to Bytefire Games (I've changed what logo/branding I now use for games)
Added a "Clear login info" option for Crowd Control in the menu, in case you select the wrong login, or need to reset it in any way
Made more consistent UI navigation so you can move to the online options with a controller
Made it so hovering over a button will now make that option pulsate, to hopefully make it more consistently clear which button you have selected
Increased the multiplayer boss health scaling from 180% to 270% (Will evaluate how this feels)
Added "Recommended" text on various options when selecting game modes and difficulties to help new players choose
Bug Fixes
Fixed not colliding with levels in an instanced room
(Online) Players will no longer trigger the fading instanced rooms for one another
Fixed various UI scaling issues on the main menu, most noticeable on Steamdeck
In Crowd Control, fixed "Party time" playing multiple times if effects are set to effect everyone
(Online) Fixed players being able to join your lobby after you've left the main menu
Fixed landmines killing multiple tanks only counting as a single kill
Fix King Wileys boss fight being broken
Fix online joined text overlapping if the name was too long
Feedback
If you find any bugs, issues, or even just a suggestion on how to make the game better, there's lots of ways to chat with us! Feel free to contact us through any of the following listed ways, whether its to report something, or just talk about the game.
Chat with us on Discord Tweet at us on Twitter Get involved with the community in the Steam Discussions
Source
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