Full notes
Full Neon Valley: Revenge update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Performance
- Events
- Balance
- UI and audio
Neon Valley: Revenge changes
Gameplay
Virus mode rework The last of the modes to be reworked. The virus mode is redesigned with increased challenges and score assists in order to motivate objective cooperation. Changes are as follows:
Falling debris is spread better out across the maps. - For each time a virus chip is quarantined, one of the falling debris is frozen in place. - Ball lightning sparks out each time a new virus enters through the breach. - Gladiators can now assist in virus quarantine to receive partial scores. - Virus behavior further balanced and fixes for some bugs.
FPS cam FPS camera position changed to account for new animations and body clipping. Expect better finesse to this camera state as more animations are added.
Scoring system Upgraded the scoring system to include a combo kill multiplier and a consistent list of score multiplier conditions across modes. These are designed to reward stylish frags, as well as motivate varied gameplay styles.
Ricochet
Walljump
Gadget Use
Survival time
Melee kill
Each of these can stack, except for combinations such as melee kills with guns. More will be added to this list and their respective multipliers will be tweaked over time.
Rewards The multipass rewards are expanded to include costume customization with the introduction of the Orange pass. The multipass system is reworked to be item specific. No longer only a color but also a number associated to an item within that set. When a multipass is unlocked it will randomly generate a number not yet unlocked.
Red - 7 Weapons Blue - 7 Gadgets Green - 4 Gadgets Orange - 10 costume pieces
Unlock rewards through reaching a set score in a game. Multipasses are color specific to each mode, for each dragon which owns stakes in their respective modes. Except the Orange dragon, a multipass with a hidden unlock condition.
Invader - Red pass Lava - Green pass Virus - Blue pass The Mainframe - Orange pass
These items can be tested on the Mainframe, once unlocked, or equip them into your loadout through the main menu.
Links The new reward system paves the way for secondary rewards. These rewards have hidden conditions, more info will be revealed soon.
UI
Gear UI in start menu Adapted to include new rewards unlock system. This menu will be further developed in the next patch to display weapon info and set up systems for mods.
UI initialize animations On spawn the UI animates to visually simulate initialization. More to come on this too!
VFX
Scoring effects Added to the scoring effects for lava and virus mode. The part of polishing the experience of reaching objectives. Sound effects coming soon!
Dissolve shader Added Vacuum dissolve shaders. First implementation on this is for initialization of characters and maps, shown each time a player spawns or loading into a new map. This shaders second implementation is to show damage to the character and environment, specific weapons will create a hole in the object.
Lighting, materials and shader rework This is the first step in upgrading the shaders in Neon Valley to simulate vibrant and ethereal cyber world. First done to The Mainframe, with changes to lighting, color balance, volumetric lighting and more
Animations
Gun animations Finally added base gun animations, currently simply equip and firing animations. However, this will be further developed to include reloading and more.
Shoulder switch system now properly swaps shoulders using the mirrored parameter in the animator system. Fixed hand position errors when switching shoulders. More work is needed to mirror melee weapons, coming in the next patch.
Source
Changelog.gg summarizes and formats this update. How we read updates.
