Full notes
Full Hailstorm VR update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Fixes
Hailstorm VR changes
This stuff was technically rolled out silently across 2-3 updates over the past week, but you would have only heard about them if you've been following the #devcorner channel on Discord. So without further ado, here is the official 1.1.2 changelog.
Melee Sound Effects
An impact sound now plays when you punch somebody with sufficient force to damage them. This lets you know exactly when your punch lands, and the volume of the impact indicates how hard you actually hit. There is also a 'whoosh' sound that plays when your hands break the melee-speed-barrier. If you hear this sound it indicates that your hand is moving fast enough to deal damage. Again, the volume changes in accordance with your hand speed. If you're interested, here is a little demo video of the sounds in action: https://youtu.be/L5AfgEwFdRA
Damaged Shield Glow
While testing impact effects on shielded players, I realized that it was more or less impossible to tell a fully shielded opponent apart from a damaged one at a distance. That wasn't ideal, so I added a simple yellow glow effect that shows up when shields are damaged. The effect is most visible at 1 point of shields, and will fade out as the shield recharges. When the shield breaks, the glow disappears to indicate that the player has been critically damaged.
'Swap Jump and Sprint' Option
This one's pretty simple, it just swaps the buttons for jump and sprint. The motivation for this option is that in the default control scheme if you're using snap turning it does not allow you to sprint and turn at the same time. This solves this problem in the simplest way possible. I mainly expect front facing Oculus users to be interested in this option. There's an argument to be made that clicking the Oculus thumbstick and using B to jump is still kind of awkward, but until there is a more robust key mapping menu (and some sort of Oculus detection system) this will have to do.
Bugfixes and Other Improvements
Fixed an issue where player options would sometimes get reset for clients after dying
Fixed hand collisions, which were broken at some point during the huge 1.1.0 update
Added a blue flag to Symmetry, which somehow got replaced with a red flag after 1.1.0
Holding grip for 1 second while holding a weapon and touching another weapon will now swap the weapons, as any sane person would expect. Before this change your weapon would just be dropped, which is needlessly confusing.
Death spectators now spawn at the correct orientation after using snap turns
Headsplosions are slightly more reliable, meaning heads should actually explode instead of just falling off. It's not perfect yet, but much better.
Bullet impact effects on a shielded player now look correct on clients (sparks instead of blood), this was previously only correct for the host.
Shielded bullet effects now produce twice as many sparks and are visible at long range.
Source
Changelog.gg summarizes and formats this update. How we read updates.
