Full notes
Full Invisigun Reloaded update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Balance
- UI and audio
- Server
- Maps
Invisigun Reloaded changes
https://youtu.be/MyslaUwGCf8 This is the biggest Invisigun update to date, and the culmination of 5 years of painstaking blood, sweat, and tears. I left a large chunk of my soul embedded in the code of this game, and it drops on Nintendo Switch & Desktop on August 22nd – with full PC crossplay for online multiplayer battles! I’m beyond excited, and here’s what you can expect…
The Hero’s Journey
In the massive, all-new Hero’s Journey, you’ll be able to discover each of the 9 original hero’s unique abilities through puzzle rooms, skill challenges, and boss fights. Before jumping into local or online multiplayer stealth battles, you can find a hero that matches your playstyle at your own pace. The Hero’s Journey was developed to be very challenging, but three accessibility modes and secondary objectives ensure an enjoyable experience for everyone.
3 New Heroes
By completing any of the original 9 Hero’s Journeys, you’ll be able to choose one of the 3 all new heroes to unlock for multiplayer battle modes. Djaan-Khe lays invisible traps that can ensnare and slow foes, Zephyr can fake a shot with a decoy and teleport where it hits, and Violet can send and recall a floating orb that she can use as a remote turret.
Reloaded?
An insane amount of work, polish, balancing, and new content creation went into relaunching Invisigun Heroes on consoles (and the PC update will match). Hence, it’s Reloaded! Here’s what’s behind the new name, and changes in the update:
Challenge Mode has been removed. The Hero’s Journey essentially replaces Challenge Mode for several reasons. It is designed from the ground up as a proper single player campaign that is challenging and engaging while teaching players each of the 9 original hero abilities. In a game that is all about stealth, bluffing, adaptation, and trickery, the challenge mode was a wrapper around bot matches that frankly did not represent the magical feeling of playing against clever human opponents. It was never as good as I wanted it to be, and rather than misrepresent how the game feels – especially to new players – the Hero’s Journey was carefully crafted as a new separate experience to compliment multiplayer. That said, you can still create battle matches and enable bots for the same experience that was in Challenge Mode.
Guest Edition has been removed. The free demo was always intended to be up for a limited time, and it was easy enough to support it through multiple PC updates. However, an insane amount of work went into porting Invisigun for consoles, and maintaining the Guest Edition functionality was becoming a little burdensome in the growing codebase. It may return at a future point, but would require some rework, polish, and testing – no promises!
The price will be $19.99, but the update is free. Most of the development effort went into creating what is essentially an entirely new single player game, and the new price reflects this. It amounts to what some games would add on as premium DLC, but with an online multiplayer title I didn’t want to fragment the player base and have multiple “editions” floating around to complicate things. Everyone who owns the game gets the update for free on August 22nd, just like any other update, so this felt like the most reasonable solution to me.
As with any update, you can always view the complete changelog here. Thanks for supporting me on this quest, and spread the word!
The Hero's Journey
Brand new single player campaign
Series of ability-specific puzzle rooms and boss fights for each of the 9 original heroes
Complete a full journey to unlock one of the new heroes
New
THE HERO'S JOURNEY: Challenging single player campaigns for the 9 original heroes
NEW HERO: Zephyr
NEW HERO: Violet
NEW HERO: Djaan-Khe
UI: You can (finally) change your controls in pause menus, mid-game
UI: Destructibles with more than 1 health show damage amounts when hit
UI: You can anonymize your Steam name in the UI (for streamers)
UI: You can hide the join key in the UI (for streamers, will only show before the lobby)
Updates
- UIAbility Boost reference added to Field Guide
- UICold Breath mechanic added to Field Guide
- UIUpdated some input icons
UI: GIF exporting continues where it left off if you cancel and start it again
UI: Instant replays can be rewinded a maximum of twice when online
- UIUpdated desktop app icons
- NETMuch improved network behaviors, position syncing, and local client responsiveness
GAME: Single player bot challenge mode replaced by The Hero's Journey
GAME: Mine carts will explode and stun players if bumped too much between them
- GAMEImproved mine carts physics and movement feel for remote clients
GAME: Selene is her default character color in the tutorial instead of Player 1's default color
- GAMEAdjusted birds clustering spread and selection of better landing spots
MAPS: Chaos Pit reskin
CRONUS: Bombs will trigger switches that they land on
CRONUS: Bomb impacts will push mine carts
CRONUS: Bomb impacts will push carriers
- CRONUSAbility uses before spam cooldown increased from 2 to 3
PROTEUS: Ability Boost also increases drone zap time from 1.5s to 2s
RONIN: Slashing shots will still play FX and display a notice when maxed out
Fixes
- INPUTFixed inverted y-axis
- UIFixed screen visual effects affecting UI when paused
- UIFixed steam vents demonstrations in the Field Guide
UI: Better fallbacks if some data can't be read, prevents some edge case lockups
- UINew achievements earned are not shown again later if you skip the achievements scene
- UIFixed height of post-match action menu
- UIFixed issue where some scenes could fade out twice
UI: Dialog boxes won't go out of focus
- UIFixed end-of-round UI and FX playing when remote clients disconnect leaving 1 host-side player
- UIFixed edit powerups button remaining disabled if changing powerups to not drop
- NETFixed more edge cases when there is no internet connection
- NETFixed soft lockup if a remote client disconnects post-round while others are waiting
- NETFixed soft lockup if a remove client disconnects during the loading scene before the match starts
- NETFixed client stuck in lobby after connecting if transitioning there while the match has moved on
NET: More reliable buffered shots online (ex: during Selene's jump)
- NETFixed timing issues with rapid firing and lag
- NETFixed spectator views being stuck if replays are disabled
GFX: Player color selections are preserved when rematching
GFX: Yeti breath doesn't cause screenshake on impact
- GFXFixed incorrect shadows when shaking tall grass sprites
- GFXFixed mine cart particles sometimes shooting off the screen when shot perpendicularly
- GFXFixed ice bushes not leaving stumps behind
GFX: Heroes won't continue their ability start animations if interrupted (stunned)
- GFXFixed sorting of markers (sometimes appearing under snow)
SFX: A handful of audio cues were assigned to the wrong mixer busses
- SFXImproved consistency and reliability of music fade outs between scenes
- GAMEFixed slowdown caused by blast barriers appearing near certain other objects
GAME: Some performance improvements
- GAMEFixed revealer hiding players if it runs out after a round is over
- GAMEFixed revealers slowly moving towards players if the game is paused
- GAMEFixed pit beasts spawning on mine cart tracks
- GAMEFixed hitboxes on some neon signs
- GAMEFixed steam vents glitch when restarting particles
- GAMEFixed powerup parachute boxes sometimes not showing up
GAME: No respawn if there isn't enough time left (fixes sudden death issues)
BOTS: Phoebe bot won't try and use her ability if she's on her own teleporter
- BEAST TAMERFixed beasts spawning and shaking when game is paused
- EPIFixed incorrect hitbox size for real Epi when ghost is active
- EPIFixed ability cooldown bar not showing up when ghost Epi is killed
EPI: Ability cooldown bar should omit the spam window flashing time at the end
- EPIFixed real Epi dying if ghost Epi is hit by 2+ projectiles in the same frame
- EPIFixed real Epi not getting hit by a Cronus bomb if ghost Epi is in the same tile
- EPIFixed real Epi being pushed around if a player is bumped into that location
- EPIFixed inconsistent knockback distance of ghost shots (should be 1 tile max)
CARMEN: Can't place a block where a ghost Epi is standing
- CARMENFixed spam cooldown when attempting to build in invalid locations
- PHOEBEFixed being able to teleport into real Epi when ghost Epi is out
- CRONUSFixed running in place if you bump a wall while deploying the target
- CRONUSFixed bombs not clearing out sand piles
- CRONUSFixed edge case leaving a target on the host's side if a client spams ability
- PROTEUSFixed scanner drone beam FX continuing to play when game is paused
- IRISFixed dash distance and spam window calculations when she is slowed
- IRISFixed collection of powerups that are between 2 teleporters while dashing
- RONINFixed being able to slash shots behind him
Source
Changelog.gg summarizes and formats this update. How we read updates.
