Full notes
Full Light Strike Array update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Server
- UI and audio
- Fixes
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
Changelog.gg summarizes and formats this update. How we read updates.
