Full notes
Full Invisigun Reloaded update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- UI and audio
- Gameplay
- Fixes
Invisigun Reloaded changes
The latest patch is now live, with a pretty massive changelog ! While most of you will care most about the new features, I'd definitely encourage you to check out all the other updates and fixes. Most notably, you can now edit the match settings without having to leave the player lobby, which should help you keep your group together online. This patch also tremendously improves initial network connections when creating and joining online matches, and a bunch of surrounding edge cases. Alright, on to the shiny stuff!
Ability Boost
Ability Boost is a hero-centric powerup that affects each character in a unique way. It's now more important than ever to pay attention to what powerups your opponents have picked up, because Ability Boost can really shake up the match dynamics.
Emotes
If you die in a round and other players are still battling out, you can pass the time by choosing a quick emote to display on the scoreboard UI. When the round is over, your chosen emote will also show up over your hero's remains on the battlefield. Stay tuned for many more emoticons to come in future updates!
Dualshock 4 Lights
Self-explanatory. This was pretty satisfying to add. :)
New
New powerup: Ability Boost
UI: You can choose an emoji to display on the scoreboard after you die
UI: You can now edit the match settings without leaving the lobby!
UI: Dualshock 4 lights reflect in-game player colors (except via Bluetooth on Mac)
NET: Online matches will auto start from the lobby after 30s of inactivity
NET: All matches will auto return to the lobby after 30s of post-match inactivity
Updates
Land Grab: Markers appear a little bit faster when you've reached a tile
NET: Better selection of open UDP ports
NET: Remote players option is now 3 choices: None (local only), IP/LAN, or Online
UI: Unified inputs for all pause- and context-menu interactions (Start/ESC to toggle, Fire to interact)
UI: Better render texture selection for screen recording depending on platform
UI: Loading indicator in lobby shows when match is preparing to start
UI: Most menus and options now wrap vertically and horizontally when navigating
UI: Map selectors show an indicator for how many maps there are & which you are on
- UIUpdated Cerebrus planet look
UI: Unified lobby actions menu and start match behavior / inputs
- UIHero profile demos updated; some have a second player to show ability interactions
- GAMEImproved handling to protect against saved data corruption
- SFXIncreased buffer for simultaneous replay audio cues (less dropped replay SFX)
Fixes
EPI: Ghost cluster bombs have much shorter stun time to prevent stun lock
- EPIFixed situations on ghost death (real Epi dying, position swapping, etc) (regression bug)
RONIN: Slash will correctly hit multiple players and projectiles in its path (but powering up is capped)
- SELENEFixed Selene leaving soot footprints even if jumping over Cronus' bomb impact tiles
- GAMEFixed potential for minecarts to bump objects on opposite side of a shot hitting them (for real)
- GAMEFixed empty powerup crate falling once on clients if all powerups are disabled (for real)
UI: Some localization fixes for button labels
- UIFixed being able to navigate to the title screen bulletin items even if they aren't visible
- UIFixed cooldown indicator errors if pausing and resuming before ever having spammed abilities
- UIFixed some display issues with hidden indicators in replays
UI: Controller reference in pause menu shows more info about each player (type, ping, nickname, etc)
UI: Partial GIF files are deleted if the export process is canceled
- UIFixed different spectator modes visibility in time delayed situations
- UIFixed fade-in on tips screen
- UIFixed copyright date
UI: Potential fix for instant replay starting too soon, overlapping the "Match Over" message
UI: Some Italian localization corrections and updates
NET: Game doesn't soft-lock on catastrophic network transport layer failures
- NETFixed edge case that could leave a client in a joining state while the match is being delisted
- NETFixed potential for online lobbies to fail to continue after playing local matches
- NETFixed LAN matches not broadcasting for local network discovery after multiple match sessions
- NETFixed LAN match joining
NET: More reliable LAN broadcasting and discovery
- NETRemoved duplicate LAN match listings due to multiple network interface broadcasts
- NETFixed LAN matches counting as online matches in stats
- NETFixed delayed spectators end-of-match soft deadlock if the remote kill happens during the countdown
- NETFixed an issue that could cause some matches to not properly list and delist from the matchmaker
Source
Changelog.gg summarizes and formats this update. How we read updates.
