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Steam News2 June 20188y ago

Patch Notes for June 2, 2018

Gameplay New Mode: Deathmatch Players: 1v1. 6 minute time limit. Highest KO count at the time limit wins. If score is tied, a 60-second overtime engages, spawning a Death Shroud which forces players toward the center.

Full notes

Full Light Strike Array update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

3 fixes4 additions8 changes1 removal
  • Gameplay
  • Maps
  • Server
  • UI and audio
  • Fixes
changedNew Mode: DeathmatchPlayers: 1v1. 6 minute time limit. Highest KO count at the time limit wins. If score is tied, a 60-second overtime engages, spawning a Death Shroud which forces players toward the center.
addedNew Mode: DeathmatchNew Deathmatch Map: DM_Cleave
addedNew Mode: DeathmatchNew launch options for running Deathmatch LAN 1v1's using 3 PC's. "-dmdemohost", "-dmdemoleft", "-dmdemoright" should be run on the server, blue player, and orange player PC's respectively. Will automatically launch DM_Cleave.
addedResults ScreenAdded a Results Screen at end of match. Breaks down player performance with a new grading system. Cleavage : Offense. Based on damage dealt and shatters over time. Tenacity : Defense. Based on ratio of damage taken to damage blocked and times shattered per minute. Luster : Agility. Based on number of blinks & quality of each catch. Streak : Duty. Depends on game mode. In Heartbreak, Streak is awarded for collecting Salt and dealing damage to the enemy Heart. In Deathmatch, it simply counts shatters.
changedTorchwaveAdjusted blink mechanics to be more forgiving on whiffed catch. Removed silence penalty for missed catches. (was 0.4s/1.2s for near-miss/whiff) Torch creation cost increased from 3 to 6 (implicitly affects the cost of Light Bombs as well) Maximum cost of blink miss catch (total whiff & near-miss) decreased from 8 to 6
changedTorchwaveAdjusted Torch path prediction logic to minimize potential for rubber-banding. (Blink will still be aborted if the Torch is intercepted mid-flight.)
2s for near-miss/whiff) Torch creation cost362s for near-miss/whiff) Torch creation cost increased, buffRod reload cost3570Rod reload cost increased, buff

Gameplay

New Mode: Deathmatch

  • Players: 1v1. 6 minute time limit. Highest KO count at the time limit wins. If score is tied, a 60-second overtime engages, spawning a Death Shroud which forces players toward the center.

  • New Deathmatch Map: DM_Cleave

  • New launch options for running Deathmatch LAN 1v1's using 3 PC's. "-dmdemohost", "-dmdemoleft", "-dmdemoright" should be run on the server, blue player, and orange player PC's respectively. Will automatically launch DM_Cleave.

Results Screen

  • Added a Results Screen at end of match. Breaks down player performance with a new grading system.

    • Cleavage: Offense. Based on damage dealt and shatters over time.

    • Tenacity: Defense. Based on ratio of damage taken to damage blocked and times shattered per minute.

    • Luster: Agility. Based on number of blinks & quality of each catch.

    • Streak: Duty. Depends on game mode. In Heartbreak, Streak is awarded for collecting Salt and dealing damage to the enemy Heart. In Deathmatch, it simply counts shatters.

Torchwave

  • Adjusted blink mechanics to be more forgiving on whiffed catch.

    • Removed silence penalty for missed catches. (was 0.4s/1.2s for near-miss/whiff)

    • Torch creation cost increased from 3 to 6 (implicitly affects the cost of Light Bombs as well)

    • Maximum cost of blink miss catch (total whiff & near-miss) decreased from 8 to 6

  • Torch "near miss" distance is now calculated client-side (this should reduce energy loss for players with high ping)

  • Adjusted Torch path prediction logic to minimize potential for rubber-banding. (Blink will still be aborted if the Torch is intercepted mid-flight.)

Light Bombs

  • Made Light Bombs easier to throw (requires ~0.06s over 2.5m/s instead of ~0.09 over 3m/s)

  • Light Bomb activation state is now calculated client-side (this should make throwing Light Bombs more consistent for players with high ping)

Sword

  • Increased velocity of high-density Blade Beams

  • Adjusted the appearance of the Sword Blade Beam targeting assist

Rod

  • Increased Rod reload cost from 35 to 70

Misc

  • Menu button must be held for 0.5 seconds to open menu

  • Added new launch option "-disablelowlatency". Disables low-latency rendering updates on controllers. May cause controllers to appear further behind than they actually are, but eliminates rubberbanding under high CPU load.

  • Spectator camera now automatically follows target's facing direction if mouse left idle

  • Improved spectator camera follow logic to not chase whiffed Torches too much

  • Pawns no longer fade-out at end of game

Bugfixes

Fixed a bug where if a Torch was thrown from within the Prism of an adjacent cell, blink would abort unless the Torch was picked up

Fixed bug in Salt Run where salt was instantly redeemed on yank

Fixed bug where the match timer wasn't properly replicated

Source

Steam News / 2 June 2018

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