Full notes
Full Foobar Zero update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Gameplay
- Fixes
- UI and audio
- Balance
General changes
Easter event added
Added new customizations
Added 2 new weapons: Bow and Uzi
Added 2 new accessory slots: top of head and face. Previous accessories were divided into 3 categories
Fixed a bug where you could not crit on the training dummy from specific angles
Added sound effects to destructible objects on Austral
Fixed the trigger box of touchdown point on Skyline Station
Kill streak no longer carries over between matches and rounds
Added options to change enemy and ally outline colors
Fixed a bug where a message box would steal focus after it's closed
Changed the scrollbar for ingame chat
Fixed an issue where landing SFX and VFX were played multiple times during a pushback
Adjusted the stats of each ranged weapon in the loadout panel (actual stats were not changed because of this)
Fixed an issue where ally outlines are barely visible when setting Post Process quality to Medium or below
Overtime text now disappears when the match is over, preventing several texts to overlap
Bots
Fixed an issue where Devour did not work when used by a bot
Weapons and skills
We have rebalanced the falloff ranges for multiple weapons. The goal is to remove frustration from getting hit over huge distances, but still have situations where one weapon is better than the other.
SMG
Reduced ammo count from 20 to 18
Falloff range changed from 10-30 to 5-20
Assault Rifle
Falloff range changed from 30-50 to 25-35
Base damage increased from 9 to 10
Shotgun
Reverted the last audio change
Changed ammo count from 8 to 9
Magnum
Push back from a hit now scales with the falloff. It does not push back when hit over the maximum falloff range
Falloff range changed from 30-50 to 25-35
Power Katana
Recovery time from charge attack can no longer be interrupted by skill
Energy Blade
Jump attack hitbox height and length changes were reverted, but width stayed
You can dodge or heavy attack sooner from jump attack
Added the ability to use dash attack after a jump attack
Fixed the alignment and increased visibility for light slash effects
Bind
Reduced duration from 3s to 2s
Reduced movement speed penalty from 50% to 30%
VFX now fades out when the effect expires
Rewritten the description
Added charge count stat and fixed cooldown on the loadout panel
Remote Mine
Added a new effect: After being on ground for 2 seconds, the Mine is empowered, increasing explosion range by 50% and push back distance by 50%
Tornado
Added a marker when the enemy is charging up a Tornado, and it follows the path of the bullet until impact
Added maximum lifetime to the bullet, it should no longer fly endlessly if falling below the level
TNT
Fixed the warning marker having strange colors around it
Fixed some placement issues
Source
Changelog.gg summarizes and formats this update. How we read updates.
