Full notes
Full C4: Classical Caliber Combat Contest update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Balance
- UI and audio
- Gameplay
- Events
- Maps
Version beta 23 is now available for internal testers! It will appear as "b23_1.0". If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation!
Balance
Adjusted Capture the Flag
Added a floor graphic for return progress
The flag now telefrags enemy players standing on it's platform when it returns
The flag now gains a temporary invulnerability shield that bounces players when it returns
Added a flag compass and state popups to the UI (these were supposed to be in last week :( )
Reworked the Handgun
Is now a hitscan (was a fast projectile)
Players can now drop the Handgun on death if it is their only weapon.
Picking up a Handgun while you have one equipped replaces it with the Dual Pistols.
Reworked the Dual Pistols
Is now a hitscan (was a fast projectile)
Now shares a damage profile with the Handgun
Now fires at double the Handgun's RPM
Reworked the Power Saw
Reduced damage 17>15
Now applies an "armor strip" effect to targets, removing 15 extra Armor after it's standard health/armor damage is dealt.
This results in 25 armor being lost per hit on a target with full Armor.
Sniper Rifle
Added a rangefinder to the sniper scope, displaying what damage fraction the current trajectory will inflict
Reworked Armor Stacks
Kept gaining armor stacks from Item Boxes
Kept losing armor stacks from killstreaks. Slightly increased aggressiveness of loss curve.
New: Dying on a zero kill streak with no Armor Stacks now respawns you with one.
New: Dying on a zero kill streak with any Armor Stacks now respawns you with double that amount.
Conducted an extensive balance pass, intending to reduce the power level across the board.
In general, headshot multipliers are lower.
Shotguns are mostly untouched.
No, I don't have specific notes. Sorry!
Removed the two-player "ammo tier" from pickup rewards.
There are now three sizes of pickup ammo grants - 1-4 players, 5-7 players, 8-12 players
This results in slightly less ammo per pickup on larger layouts
Added an additional Item Box or two to most map layouts.
Increased respawn time for all sizes of armor kit slightly.
Updated Departure with a smaller layout
Updated Consumerism with new connections between the spawn areas and center rooms
Features
Improved ragdolls
Face text now flickers out before disappearing
Improved collision between ragdolls
Added idle particle effects
Added decapitation for precision kills and splash damage kills
Improved despawning FX
Affected by explosions and projectiles
Added a new weapon "complexity" stat, with three levels
Visible on weapon tooltips and cards
Describes generally how complicated a weapon is to operate
Added a small amount of camera shake to weapon recoil.
Can be disabled in the Options, under "Camera".
Improved like every visual effect
New tracers, hit effects, explosions, impact decals
Gave each team a unique icon, replacing the generic shapes they previously had.
RED Contracting
BLU Strategies
GRN Ecotechnology
YLW Laboratories
New art for items that were missing it/using generic assets.
The new ArenaBot now graces key art and visual material when the game launches and on Steam
Added a WIP vignette animation to the main menu
Source
Changelog.gg summarizes and formats this update. How we read updates.
