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Full Code ZIN: Esper Arena update
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What changed
- Balance
- Gameplay
- Maps
- Events
Code ZIN: Esper Arena changes
It’s been a while, friends! We have a bunch of balance changes, new systems added in the background for future use, and a friend's system. We want to expand on the social features over time, including whispers/private messages.
Gameplay
Crouch healing now starts at 4 HP/s instead of 2 HP/s, and speed has changed to be more gradual
Reduced running stamina consumption to 20 SP/s from 22 SP/s
Walljump stick duration increased to 0.29s from 0.18s
Walljump push animation has changed to be quicker, overall duration shortened to 4 seconds from 10 seconds
Walljump movement speed increased by 24%
Walljump gravity increased by 10% before the peak, and 1% after the peak
Dodge and slide movement speeds have become more simplified
Slide gravity now reaches full force in 0.52s instead of 0.8s, making it less floaty
Fixed partially missed shots using the missing distance to calculate damage, reducing guns damage under certain circumstances (introduced in #25.10.30)
Game Modes
Snowball Fight
Disabled the mode until next time
Touchdown
Team scores now syncs upon join without a new Touchdown
Maps
Toxic Arena
Fixed missing colliders
Ironworks
Minor performance improvements
Weapons
Bat (Item: Cyclone)
Swing speed reduced by 16% and attack now comes out 0.15s later
Hold duration of LMB reduced by 0.032s to make the Jump Attack easier to cast and come out earlier
Swing after Jump Attack animation has changed, movement speed slowed down by ~16.6% and the attack comes out 0.05s earlier
Jump Attack’s crit position lowered to be on the same level
Spin animation duration increased to 1.8s from 1.5s
Spin’s movement speed reduced by 12.5%
Spin’s attack cancelling dodge timing moved to 1.32s from 1.2s, making you stay in it for longer
Spin hitbox radius reduced to 1.5m from 1.7m
Revolver (Item: Resolver / Crimson Hound)
Increased accuracy by 25%
Reduced bullet size by 33%
Reduced maganize to 5 from 6
Moved damage drop off start distance to 8m from 12m
Lengthen the animation to 1.06s from 0.97s and slowed down the movement speed by 10%
Attack cancelling dodge timing moved to 0.36s from 0.54s
Swordgun (Item: Scorpio)
Increased accuracy by 16%
Reduced bullet size by 16.6%
Increased start up bloom amount by 50%
Bloom now resets faster by 33%
Reduced damage per bullet to 8 from 9
Increased bullet crit damage to 16 from 13
Reduced min hold duration by 0.12s to make it easier to get out of shooting
No charge stab movement increased by 30%, and start off curve aligns with other charge levels
No charge explosion animation duration increased to 0.71s from 0.5s
No charge explosion hitbox reach reduced to 2.8m from 3.2m, width reduced to 0.65m from 1.2m
No charge explosion crit hitbox spacing reduced to 0.5m from 0.8m, and now it starts at 0.3m instead of -0.2m while ending at 2.2m instead of 2.6m
Mid charge stab movement speed reduced by 14.8%
Mid charge explosion animation duration increased to 0.625s from 0.5s
Mid charge explosion hitbox reach reduced to 3.3m from 3.6m, width reduced to 0.75m from 1.25m
Mid charge explosion crit hitbox spacing reduced to 0.5m from 0.8m, and now it starts at 0.3m instead of -0.2m while ending at 2.2m instead of 2.6m
Full charge stab movement speed reduced by 5%
Full charge explosion animation duration increased to 0.56s from 0.5s
Full charge explosion movement speed increased by 10%
Full charge explosion hitbox reach reduced to 3.8m from 4m, width reduced to 0.85m from 1.3m
Full charge explosion crit hitbox spacing reduced to 0.5m from 0.8m, and now it starts at 0.3m instead of -0.2m while ending at 2.2m instead of 2.6m
Broadsword (Item: Durendal / Founders Sword)
Added hitstop to light slashes
Light slash 1 to 2 combo window increased to 1.6s from 1s
Light slash 1 animation duration decreased to 0.62s from 0.68s
Light slash 1 movement speed reduced by 23%
Light slash 1’s attack cancelling dodge timing moved to 0.36s from 0.4s
Light slash 1 hitbox is not slanted anymore, starts at -1.2m instead of -0.4m and length of it is reduced to 1.5m from 1.8m
Light slash 1 attack comes out 0.1s later
Added another hit to light slash 2 which deals 10 damage with no crowd control
Light slash 2 now allows casting dash on its recovery, 0.7s after initiating the slash
Light slash 2 animation duration increased to 0.82s from 0.69s
Light slash 2 movement speed increased by 16.6%
Light slash 2 damage reduced to 10 from 20 due to additional hit, just splitting the damage over time
Light slash 2 hitbox is not slanted anymore, width reduced to 0.8m from 1.3m and height increased to 1.2m from 0.9m
Light slash 2 crit damage reduced to 15 from 16
Light slash 2 knockback amount increased to 5 from 2
Heavy slash hold duration reduced by 0.028s to make it easier to cast and come out earlier
Heavy slash crit damage increased to 45 from 43.75
Jump attack crit damage increased to 37.5 from 35
Reduced chain timing from Jump attack -> dash to 0.3s from 0.4s
Reduced chain timing from Jump attack -> Light slash to 0.3s from 0.35s
Guardgun (Item: Scarab)
Removed slap attack
Allowed attack cancelling dodge to happen on guarding state at 0.32s
Increased guarding movement speed by 6.6%
Increased guarding angle range to 163° from 155°
Decreased min guarding cost to 16 from 23, max guarding cost to 21 from 25
Increased guarding duration to 0.5s from 0.4s
Added hitstop to punch after guard
Punch now has guard effect at the start up
Punch movement speed increased by 20%
Punch attack comes out 0.06s later
Skills
Soar
Model changed
Dive dash no longer cancels upon touching the ground, use Crouching or Jumping to cancel it
Client
Updated translations & credits for community provided translations
Added Friends menu at Home screen with friends list, incoming and outgoing friend requests
Added event system, removing the need for updating matchmaking screen while also providing date & time information
Added modular map functionality (WIP)
Source
Changelog.gg summarizes and formats this update. How we read updates.
