In this update5
Full notes
Full Crashnauts update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Balance
- Fixes
- Performance
- UI and audio
Crashnauts changes
Overview
This update is a huge change to the core of the way that physics works in Crashnauts. Movement is momentum based with additive forces. You'll find various forces pushing your character, including weapons. This is all inline with our design pillars of IMPACT and MOVEMENT.
For the time being, Online play has been disabled so we can continue to focus on the core game being fleshed out and polished for local play. Moving forward our goal is to prepare the game for release on Nintendo Switch and continue to update the Steam build in parity as we add features and fix bugs.v
Characters
The bug stomping metal cans of mayhem are back! Crashbots have been reintroduced to the game.
Gameplay
Added character color outlines to both FFA and TDM. We believe that keeping track of your character can be a little difficult for some players. Adding colored outlines to the characters helps those people keep track while not distracting too much. This should help make play experience more clear and less frustrating!
Added autoswap on weapon pickup. Running over an available weapon will swap your character to that weapon. If you are currently firing your active weapon, the auto-swap will not happen but the weapon be added to your inventory and can be switched manually.
Updated droplight visuals to better reflect the area that the crashpod will hit. Also fixed droplight movement on scrolling levels.
Moved to all 3D collision
Reintroduced hard aim on LT or LCTRL. Hard aim now allows your character to slide.
Refactored how the dash works with the new physics.
Introduced terrain that blocks characters, but not weapons.
Introduced portals that teleport your character from one position on the map to another.
Updated camera system to be more fluid and responsive to fast character movement
AI
AI was added to the game previously, but we have updated their logic and pathing vastly. Currently the bots can be pretty brutal to play against and we plan to release updates that allow for setting their difficulty in the future.
Maps
All maps have adjusted cameras, colliders and artwork.
Fringe - added additional platforms and adjusted sizes.
Keep - added jump pads leading up to the left and right edges of the map as well as jump pads in the towers at the far ends. Fixed bot pathing.
Wreckage - added elevator platforms in the areas far left and right. Disabled crushers for the time being.
Stasis - added portals to the pipes on the bottom level.
Miscellaneous
Hundreds of fixes and changes too small to list
Added display / resolution dialog window for changing display options
Gave headshot and crashpod landing camera shake more weight
Made color persistent when selecting character
Added player shadow
Added crackshot debris fx
Dynamic blood splats
Gave respawn timer to armor shards
Updated powerlance fx
Updated thrasher shotgun fx
Updated plasma rifle fx
Updated crackshot fx
Fixed bug of suicides not updaing the score
Fixed crashes with playing consecutive matches
Game settings can now be accessed during gameplay rather than only the Main Menu
Audio sliders in game settings now play sound as you adjust them
Ragdolls now stick around after a player respawns
Source
Changelog.gg summarizes and formats this update. How we read updates.
