Full notes
Full Foobar Zero update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Server
- Fixes
General changes
Added new equipment: Baggy clothes, Baseball cap, Short ponytail
Equipment recolors now costs the same as the base item
Price categories of some equipments have changed
Fixed the coffee mug having collision on Skyscrapers lobby
Fixed an issue where you could still hear sounds while on loading screen
Added client position correction if the client was too far away from the server position. This should prevent heavy desync, but should still be responsive, even with higher ms.
Fixed an issue where sometimes region was set to None for a room
When assisting an elimination, the announcer will no longer say "critical kill" and such things
Fixed a bug where map intro was not fast forwarded in case of late join on a quickplay server
Equipping a cloth will no longer start the expiration instantly, only after the first match, so you can experiment in your inventory, without losing the item
Fixed some issues with the Snowball, Chicken and Point animations
Added more community bots
Added ball pickup and score tasks to daily missions pool
Added Legendary Patrons to credits
Lowered the volume of character combat sounds
Interface
Updated localisations
Added new Chinese localisation (Credits to Cicada!)
Added some sfx to the login screen
News panel in the main menu will switch pages automatically from now on
You can now check your missions on the room browser panel too
Tab menu player count now only shows real players
Fixed various padding and scaling issues
Weapons and balance
General:
Pressing jump and then attack too fast with a melee weapon would sometimes result in attacking in air, rather that doing a jump attack. This was remedied, it should be more responsive now.
Dodging out from an impairment (stun, knockback) will now result in a liberation dodge. During a liberation dodge, you cannot be impaired again, but you also cannot interrupt this dodge.
This is an experimental change, might get rolled back, if it proves to be worse than before.
Energy blade:
Reduced the action queue during jump attack. Pressing left click now only queues up if the character is already landed
Heavy wrench:
Reduced the action queue during jump attack and special attack. Pressing left click now only queues up if the character is already landed
Power Katana:
Movement no longer stops when reaching an enemy. It still pauses, but if the enemy gets out of range, the movement continues.
Moved the stagger from first hit to second, since second hit usually cancelled out the stagger.
Increased recovery time from second hit. This is because stagger was moved to second hit, so we can afford a little bit pause there.
Fixed some LOD issues
Assault Rifle:
Fixed the Assault Rifle's shooting positions, sometimes it shot through walls, other times it collided, even though it shouldn't have
Source
Changelog.gg summarizes and formats this update. How we read updates.
