Full notes
Full Project Sparrow update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Gameplay
- Balance
- Maps
- Store
- Performance
Project Sparrow changes
As we progress closer to releasing the rework, we want to open a short test to make sure we have everything working as intended! We'd love for you to come and help us test this Saturday December 7th 7:00PM - 8:00PM GMT.
HOW TO ACCESS Right click Project Sparrow in your steam library > go to properties > betas > then in the 'Beta Participation' dropdown, select 'rework - rework'.
Note: If you want to swap between playing the live version of the game and the rework, you'll have to come back here and change from 'rework - rework' to 'none'.
PATCH NOTES:
GAMEPLAY
Added new ability
Pocket Dust - Throw a cloud of dust in front of you, blinding any player it hits for 3.5 seconds.
Cooldown
8 seconds
Reduced cooldown on fire and smoke arrows from 18 seconds to 16 seconds
Reduced blink strength but increased active time (similar distance still)
Kick now has two variants: Strong (cooldown: 8 seconds) and Weak. Strong kick activates when it's off cooldown. The strong version of kick has it's cooldown indicator shown near the ammo counter in a red circle. Kick can be used by using melee whilst in the air, otherwise you will punch melee
Roll now has two outcomes: jumping within 200ms of activation boosts 2m; after 200ms, boosts 5m
Rolling backwards now functions the same as forward/side directions.
Increased dash strength from 1200 to 1300
Increased dash height strength from 200 to 250
New buffs added in all maps
There are 3 different buffs; Double Damage, Extra Move Speed & Health these will spawn 60 seconds into the round. Buffs last for 15 seconds for the player that picked them up
Ultimate orbs have been moved from the middle of maps and are now on the sides
Ultimate orbs now spawn 30 seconds into the round
Reduced ultimate orb regen from 100% to 50% ult charge
Arrows now use lag compensation up to 160ms
Reduced cooldown on fire and smoke arrows from 18 > 16s
Increased trail lifespan and width for special arrows
Smoke arrow activation time reduced
Smoke arrow exiting/entering now has distortion effects
Added blink VFX
Reduced screen tint camera effect in shadowform
Player hit VFX updated to red; world hits are sparrow yellow
New gates added in spawn areas that open at the start of each round
Added a countdown timer with faction logo in the 5 seconds before a round starts
Now able to open loadout whilst dead
Players are no longer locked in movement during the loadout/shop/buy phase
Updated spirit bombs mesh and effects
Reduced smoke brightness from smoke arrow
Added new VFX for slide, wallclimb and walljump
Added ultimate orbs and buffs to the tutorial / training range maps
New VFX for shadowform and powershot
New materials and effects added for each buff type
MAPS
SANCTUM
The last greybox we showcased in the previous test called Eversong has now been fully complete with assets. Current name for this map going forward will be Sanctum, but open to any other names! We may also use Chamber or Echo
FLAGSTONE
A new map in it's early days. A rainy cliffside environment with sharp edges and caves. This map will be smaller and tighter than SANCTUM
KINGS REST
Kings has had a few tweaks, along with collision and performance improvements. Especially in areas where wall climbing would fail
MAIN MENU
Changed greybox to use new assets and set default max menu fps to 60 (was 30)
AUDIO
Lowered volume of heal pickup SFX
Added new announcer volume category
Reduced delay of powershot sound on activation
Friendly/ally sound effects on certain abilities are now quieter
UI
All ability icons have been replaced with newer versions
Added new broken shield icon when shields have been broken
Added team/faction icons and names to the scoreboard
Colors have been changed to Amber/Blue for teams rather than Red/Blue
Added climb passive information to the character info panel (F1)
Renamed dash to "movement ability" in keybind settings
Added F1 character information popup to the tutorial
Fixed uneven teams making top-scoring UI uneven
Updated replay controls
Added HUD indicator for kick strong cooldown
Fixed a bug where UI information (e.g., combat text, hit markers) wasn't being displayed sometimes
Styling updates to scoreboard and match result
Interact styling updated
Updated shield broken effect in the floating combat text to show a broken shield icon
BUG FIXES
Fixed multiple loadout hints not showing when more than one player was in the buy zone
Fixed tutorial navigation indicators not working correctly
Fixed match outcome not displaying correctly
Fixed hit markers persisted after being shown in a replay and respawning
Fixed arrow trails disappearing instantly for special arrows
Fixed victory/defeat screen showing over round-winning kill
Fixed pressing F in the menu did not close the friends list
Fixed particle effects attached to characters causing flicker artificing
Fixed a bug where players could see arrows inside the camera when spectating others
Fixed melee/kick not working on spirit bombs
Fixed arena closing SFX playing every time a banner update occurred on the HUD
Fixed a bug causing loadout to get stuck on screen when opened while holding the scoreboard
Falling off the map in the tutorial and training range should now respawn you correctly
Fix multiple loadout hints to show when more than 1 player was in the buy zone
Fixed tutorial not working correctly
Potentially fixed a bug where you could spectate other players when you respawned
Fixed if you held the scoreboard whilst opening the loadout, the loadout would get stuck on the screen
KNOWN ISSUES
Loadouts now saving between games
Ziplines sometimes not functioning correctly
Ultimate's reset at the start of each round
Source
Changelog.gg summarizes and formats this update. How we read updates.
