In this update5
Full notes
Full Code ZIN: Esper Arena update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Fixes
- Compatibility
- Maps
Code ZIN: Esper Arena changes
More experiments are going on as usual. Also, as many of you already noticed, we have rolled back the 4 vs. 4 player limit in Touchdown between patches; it is now 5 vs. 5 again. We have also replaced the player smoother with a better one, which in return improved the hitbox rollbacks for hit registration, but it is minimal.
Gameplay
Fixed walljump launching you up due to “landing” just as it starts
Crowd control immunity is implemented into recovery dodges
Recovery dodge no longer has a minimum time check to execute it from a crowd control
Recovery dodge now refunds you 75% of the health you lost on the hit instance you recovered from
Crouch and emotes now let you get out of the animation with just movement in panic, without forcing you to jump out
Crouching starts to heal you after 0.3s with a curve that gets faster as you wait. Max heal amount is 40, but it will reduce your maximum health by the same amount it healed you
Jump attacks now do one last hit once they touch the ground, allowing us to reduce the mid-air downward hitboxes we needed to hit the ground from air
Game Modes
Practice Mode:
Fixed dummy not spawning correctly and staying in T pose
Dummy now spawns in a random Beta team location instead of map center (use /tp to relocate them)
Maps
Ironworks
Minor visual improvements
Weapons
Broadsword (Item: Durendal / Founders Sword)
Increased normal attack 1 movement speed by 9.3%
Increased normal attack 2 movement speed by 20%
Increased strong cut after dash movement speed to 1.15 from 0.8 and reduced it with a curve rapidly instead of flat out 0.25
Increased strong cut after dash duration by 0.155s, making it 0.955s from 0.8s
Increased strong cut after dash damage to 30 from 20
Decreased strong cut after dash critical multiplier to 1.5x from 1.75x
Adjusted jump attack movement speed to diminish over time
Adjusted jump attack hitboxes to fit the animations better
Decreased jump attack damage to 25 from 32
Increased jump attack critical multiplier to 1.4x from 1.25x
Decreased dash attack duration by 0.49s, making it 1.25s from 1.74
Adjusted dash attack animation to cut off the recovery early
Adjusted dash attack speed curve start up to gain speed faster
Added crowd control immunity at dash start up for 0.3s
Changed dash attack hit instance damages to 10 + 5 + 15 from 14 + 14 + 14, reducing total damage by 12
Changed dash attack critical multipliers to 1.2x + None + 1.2x from 1.25x + 1.25x + 1.25x
Reduced refill movement speed to 1 from 1.2
Bat (Item: Cyclone)
Reduced normal attack damage to 20 from 25
Added critical multiplier to normal attack at 1.25x
Adjusted jump attack hitboxes to fit the animations better
Changed spin attack hit crowd controls to None + Stagger + Throw from Stagger + Stagger + Stagger
Swordgun (Item: Scorpio)
Increased base shot damage to 8 from 6.5
Increased critical multiplier to 1.25x from 1.2x
Adjusted damage drop off to make it 5.6 at very close range and climb to 8 at mid range, then dropping off like usual on long range
Made the real time light source while shooting brighter and enabled shadow casting on it
Increased stab charge movement and forced movement but made them diminish over time
Decreased stab charge forced movement duration to 0.36s from 0.5s
Rifle Cannon (Item: Helios)
Decreased max charge ray attack to 21 from 27
Increased critical multiplier of ray to 1.5x from 1.4x
Increased push back after shots by 33%
Decreased explosion damages per change to 5; 10; 15; 20; 25; 30 from 6; 12; 18; 24; 30; 36
Decreased explosion delay to 0.46s from 0.58s
Decreased explosion max radius to 2.7m from 3.42m
Added critical zone to explosions with multiplier of 1.5x and radiuses of 0.1m; 0.2m; 0.3m; 0.4m; 0.5m; 0.6m
Client
Settings now ask before resetting, they are still unsaved, and you need to press “apply all” after it
Any health above 1 is now rounded to the closest whole number instead of being floored down, anything below 1 will still show up as 1 like before
Added version check on login due to out-of-date Steam clients
Added dissolve effect to accessories & they now have proper icons
Note: With the upcoming updates, we want to show weapon stats, including effective ranges, directly as part of item information
Source
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