Full notes
Full Invisigun Reloaded update
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What changed
- Gameplay
- Balance
- Server
- UI and audio
- Maps
- Fixes
Invisigun Reloaded changes
This update is all about customization and tailoring things to your own preferences!
Custom Colors
While you could previously set your 4-color palette in options, you can now very easily switch your hero's color in the lobby by pressing down to cycle through all the colors.
Powerup Toggles
In Match Setup, you can now edit the list of powerups that can drop during the match. Standard tournament play should have all of them enabled, but for your own matches feel free to change it up!
Better GIFs
GIFs got a major overhaul for this patch. Aside from fixing some export issues for high-refresh rate monitors and high framerate PCs, they now export way faster for everyone. And the best part - there's a fancy custom end card showing your Steam name, the date of the GIF, and the winning hero for that replay. I'd love to see players from all over tweet their GIFs tagged #Invisigun. :)
Hero Balance Updates
As always, there are some hero tweaks as the result of the past few months of play, tournament analysis, and feedback from the community.
Here are the most significant
PROTEUS: Reducing the drone's pulse count to 2 made Proteus less viable and not able to capitalize in too many situations. Reverting it back to 3 puts him back in the competitive lineup.
CRONUS
He was just on the verge of having a difficult time controlling area, so a very slight increase in bomb drop speed (10 units/s to 12 units/s) was needed.
CARMEN
She was simply able to fortify too easily, and upkeep of her fort was too easy compared to the work needed by foes to chip away at it. For this reason, her simultaneous blocks has been reduced from 3 to 2, spam detection window increased very slightly (0.5s to 0.75s), and bumps to remove reflection reduced (5 to 3).
PHOEBE
A simple change, but Phoebe can't teleport again instantly after teleporting. This shouldn't affect her gameplan too much, but prevents an abusive edge case situation.
RONIN
He had very little risk to spam slashes while baiting and collecting shots in open lanes. For this reason, his spam count was reduced from 3 to 2 before he has a cooldown.
Full Patch Notes
This update is actually pretty massive, and aside from the main new features, there are tons of bug fixes (many of which should be much appreciated by the community), and quality of life updates. It's even more rock solid and many situations have been fixed, especially for online play and situations affected by latency. Here's the complete list:
New
UI: Player colors are changeable in the lobby for the match
- UIAvailable powerups can be customized in match setup
UI: Exported animated GIFs have an end card with the winning hero, date, and Steam name
Updates
PROTEUS: Scanner drone shock count reverted to 3 pulses instead of 2
- CRONUSBomb drop speed increased from 10 to 12
CARMEN: Blocks take 3 bumps to remove the reflector shield instead of 5
- CARMENMax simultaneous blocks reduced from 3 to 2
- CARMENSpam detection time window increased from 0.5s to 0.75s after placing a block
PHOEBE: Phoebe can't teleport back for 0.25s after teleporting
- RONINSpam count reduced from 3 to 2 slashes before cooldown sets in
GAME: Guardians deploy from powerup pickup position
- GAMELand Grab default time limit reduced from 150s to 90s
GAME: Birds will scatter from Aether's pound and Cronus' bombs
GAME: More heroes can reliably buffer the next shot during their ability
NET: Host join key is persistent for the entire game session if the region is the same
NET: Last client join key used is saved for the session
UI: Guardian shows an indicator over targeted players when they are visible
UI: Title & Invisigun electricity FX don't continue forever
UI: Initial player choice is consistent (always begins on Selene)
UI: Custom phrases show an indicator on the victory phrase dialog
- UIChanged training pause label from "Exit" to "Menu"
- UIUpdated victory phrase character presentation
UI: Lobby hero selectors show a loading spinner until they're ready for input
- UIImproved some powerup icons
- UIAdded some icons to options buttons
UI: Smoother and more accurate replays and exported GIFs
UI: Even faster animated GIF exporting
UI: Replay GIFs show connection strength for online matches
UI: Better mini powerup icons on the scoreboard
- SFXUpdated map loading audio cue
GFX: Power shots have a subtle animation on the front of the projectile
GFX: Softer rolloff for lighting fx
Map Updates
The Conundrum: layout adjustments
Polar Express: minor tile swap, fewer ember spawns from the edges
Fixes
- CARRIERFixed some bumping and positioning issues
SELENE: Selene can't evade scanner drone detection by jumping anymore
- SELENEFixed not being able to buffer a shot after a double jump
- CRONUSFixed issues with bomb trail timings when the game is paused
- CRONUSFixed drop target stopping when bringing up the match menu during an online game
- CRONUSFixed soot tracks sometimes showing up where a player was before stepping into soot
- PHOEBEFixed proper destruction of projectiles teleported under mine carts
- PHOEBEAdded some failsafe checks to prevent Phoebe getting shot immediately after teleporting online
PHOEBE: Potential fix for getting shot right after teleporting online
- EPIFixed real Epi disappearing from spectator view & replays while ghost Epi is teleporting
- EPIFixed possibility for remote client Epi to teleport to ghost's position on button mash
- EPIFixed ghost Epi not leaving soot prints from Cronus' bombs
IRIS: More accurate powerup pickups while dashing online
- IRISFixed occasional failure for client dashes to work properly on remote connections
- IRISFixed occasional inability to dash through proximity doors
- RONINFixed some slash FX not showing up for remote clients
- GAMEFixed incorrect bot showing victory pose
GAME: Guardians could destroy the wrong shots if the original target was already destroyed
- GAMEFixed potential for mine carts to get stuck against some rocks
- GAMEFixed conveyor belt speed and player positioning due to physics timestep changes
GAME: Potential fix for projectiles sometimes stalling
GAME: Powerups don't repeatedly drop while the match is inactive
- GAMEFixed potential for projectiles to sometimes ricochet in diagonal directions
- GAMEFixed potential for two orthogonal projectiles to sometimes create diagonal cluster bombs
- GAMEFixed players not being able to get hit by their own split shots
- GAMEFixed players being invulnerable to their own cluster shots
- GAMEImproved accuracy of cluster bomb spawn location
GAME: Fix for hitting your own resisted shots if walking into them with lag
- GAMEFixed an issue causing short stun times canceling existing, longer stun times
- GAMEFixed occasional possibility for players to be invisible during respawns or round resets
UI: Navigating back from Match Setup after arriving from Host a Match returns to Join Scene
- UIFixed incorrect "up" controller label on player selectors in lobby
- UIFixed traning pause menu input label when switching between keyboard and controllers
- UIFixed spectator replay controls when switching between keyboard and controllers
- UIFixed flickering UI elements on instant replay following export of GIF
- UIFixed erratic replay lengths, playback, timing and GIF exports depending on device specs
Source
Changelog.gg summarizes and formats this update. How we read updates.
