In this update13
Full notes
Full Crashnauts update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- UI and audio
- Compatibility
- Fixes
- Events
Crashnauts changes
Map Updates
All maps have been touched up and adjusted where needed.
NEW MAP Woods SA
We added a small arena (SA) variation on woods. We want to spend some time looking into the smaller maps and how it feels for Crashauts.
Adjustments
Wreckage
Artwork adjustments
The map size has been reduced slightly
Physical elevators have been added to side paths
Crushers removed for time being.
Keep
Artwork adjustments
Weapon placements adjusted
Variation to bridge on left side of the map
General Platform adjustments
Stasis
Artwork adjustments (now it's much colder on stasis!)
The map size has been reduced slightly
Increased incline of the low path
Adjusted the locations of the teleporters
Removed gravity well
Fringe
Big artwork adjustments
Courtyard We found the layout of courtyard to just "not work" with Crashnauts. It has been overhauled.
Theme and artwork adjustment
Overhaul of the steps and floating platform
Adjusted platforms
Adjusted weapon spawns
Woods
Minor adjustments to woods layout.
Quality Of Life
Gameplay
Updates to Human, Bruin, Kryll animations to make them coooooler.
Slight velocity increase to 1st jump
Added music from Teknoaxe
Menu and User Interface
Many artwork adjustments
Better controller support
Better flow between screens
Better loading
Core Engine
Major reworking / improvement of how game assets are loaded as a result of optimizing for Nintendo Switch release.
Major oversight fixed on Camera functionality that prevented camera from panning while zoomed in. Camera feels much more natural now.
Toned down announcer events for less important events such as headshots and overkills
Fixed major bug causing Rockets and Grenades to explode unexpectedly and inconsistently
Added safeguard logic so objective items (HTF flag) will reset to camera center if they drop below camera bottom view
Fixed controller mapping issue that prevented opening the Pause Menu during gameplay
Fixed oversight with Rule Set value selection that would have the game load the wrong values from what the user had chosen
A bot player is now added automatically if only 1 human player is found
Fix for issue where Camera would occasionally scroll past 'Stop Points' on Keep.
Fixed bug in FFA Stock that would result in a DRAW if both players had 0 remaining stock on the last kill
Fixed "Takes The Lead" stinger that would play in TDM Stock on first spawning
Fixed longstanding continued velocity after respawn bug.
Core Gameplay
CPU droplasers no longer track a players position perfectly, feeling more natural
Temporary removal of PowerGlove until we have it fully polished for public play
Fixed issue that awarded points to a team in TDM when a suicide occured
Moved fire origin for Shotgun backwards 1.0 so rays will still hit other player when they are very close / slightly overlapping each other.
Visual Changes
Made end match detailed stats larger
End match score pile now shows energy pile for HTF
Updated projectiles trail effect to a more performant effect
Removed bot chatter text for now
Fixed issue that would cause spawn Overshield to grow in size when repeatedly grown
Multiple players can no longer choose the same player color
Source
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