In this update12
Full notes
Full Project Sparrow update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- UI and audio
- Events
- Balance
- Fixes
Project Sparrow changes
Custom Games:
Custom games are finally available again, sorry this one took so long to get into the new version! We have added the functionality to do the following:
Create a new custom lobby with a invite code
Choose the map
Choose the game mode
Choose the region
Enable or disable bots
Arena mode supports 1v1 - 6v6
We've also greatly improved the spectator features over the previous version, the same for our spectating in-game. It should feel super smooth when spectating other players. For custom game spectators we have spectator controls as a UI that you can open by pressing N. You can also cycle between all players in the game using the F1-F6 keys. Along with having a free roam camera you can use as well.
Please let me know what other changes you'd like to see with customs!
Leaderboards & Ranked:
Leaderboards are now available to view on our website here leaderboard.
We are currently testing the ranked system and will post a date when our first test season starts. Seasons will be shorter during our initial tests to make sure everything is working as intended. We'll also be giving away unique rewards to participating players along with extra unique rewards for those within the top ranks.
You can see your ranking points in the armory tab on the menu under the stats. As well as on the leaderboard. You'll also see them change at the end of each match.
We'll have more information in the coming weeks.
Audio:
I've done a pass on all audio in the game, fixing some bugs and modifying the volume of some sounds. You'll most likely need to lower your master volume because of this! Please let me know if you feel some sounds are too quiet or loud, and I can adjust as necessary.
New audio added to the game:
Atmospheric winds
Waterfalls and other water sounds
Find match and match found sounds
Footstep sounds for different surfaces
I'll be going through a lot of the maps and adding various objects on different elevations throughout the map so you can tell more easily where footsteps are coming from! Ambient audio is now present in all maps, so it shouldn't feel as empty! This will continue to be improved as we go through early access development.
Maps:
As noted above, all maps are undergoing changes to help with readability and sound cues. As well as improving the layout and making them player better with the newer mechanics. There has been a lot of polish on Sanctum (this is the most complete map so far).
Flagstone: Flagstone has received some much needed greenery! I've added stair pathways up to highground from different sides on the lower side of the map. Added some sight line blocking and better collision accuracy. There is still a lot of work to be done on this map, so don't count it out just yet! :D
Sanctum: The moving platform that was in the sewer area now goes around the outside pillar and through the cave. It passes by the new entrance you can see coming out of the middle sewer. Sewer mid has been opened up more to allow more space to move through, as this was quite tight and didn't feel great to play around. Floating pillar added in mid to remove a strong sight line angle.
Kings Rest: I've made some changes on the pool side of the map primarily, swapping back to a central staircase with 2 more openings. As well as creating some differences rather that it being symmetrical with the other side.
Outpost: The first map I've created specifically for Deathmatch. This will only be available for testing in custom games as it's not been played on before and still in it's greybox stage. The map features new portals that take you to mid and a moving platform that goes through the whole map.
Gameplay:
Increased all special arrow cooldowns to 24s
Reduced wallbounce to draw cooldown from 250ms > 200ms
Changed default movement ability to Dash instead of Void Rift
Increased Dash height gain from 250 > 300
Increased zipline look Z direction boost multiplier from 30 > 35
Increased zipline look X/Ydirection boost multiplier from 700 > 800
Jumping out of a zipline now has the Z velocity capped the same as the X/Y
Added an extra check to make sure you can't get stunned into the floor after being kicked
Jumping out of a roll now gives a burst of 450 impulse speed if successfully time, otherwise its 45. Roll uses the new indicator shown in the UI/UX section at the bottom of the page. This should make it clear and easy to see if you're missing the timings!
Roll now works better when using it in the air
Improved hitbox on spirit bombs for projectiles (this unfortunately will make them hard to melee for now till a bug with melee and spirit bombs is fixed)
All projectiles are now removed from the world at the start of each round
Changed bot outline color to white from orange
Bots can't no longer pickup mid buffs
We'll be testing 200 health as a baseline so headshots will no longer one-shot-kill (200 health, 50 shields). I believe this will be better for the overall health of the game, but let me know if you like or dislike this change.
Misc:
Now able to buy in deathmatch when not in a buy zone
Buff spawn sfx no longer uses occlusion
Gameplay Tips:
To help the ease of learning and onboarding for newer players, I've created a new gameplay tips system that should help! This is enabled by default and can be turned off in the settings under Gameplay > Show Gameplay Hints.
UI/UX:
Added a new indicator on the HUD when using roll to show roll timing success or fail
Changed parry and kick cooldown indicators similar to the ammo bar for now to reduce crosshair area clutter (this will be improved)
Startup screen is now skippiable with mouse
Bug fixes:
Fixed a bug where killcams would happen when you respawned if you died during a round ending replay was in progress
Fixed a bug where the round score would be rewound in the round winning kill replay
Fixed a bug where teams would swap sides more than once per round
Fixed a bug where you could draw your bow whilst stunned
Fixed a bug where Dazed and Poison VFX stayed on the player even after they died
Fixed bug where you could cancel powershot with secondary fire cancel
Fixed ultimates not showing blocked icon when stunned or dazed
Fixed loading screen images not being loaded sometimes
Fixed some text that wasn't localized
Fixed a bug where changing the FOV slider didn't work until performing a FOV changing move action
Tutorial:
Added a new level in the tutorial so players can learn to use the zipline and spirit bombs.
Localization:
Added font language support for Greek and Coptic, Korean, Japanese, Chinese Simplified, Chinese traditional, Thai, Arabic and Cyrillic.
Note:
Just a note that the old version of the game is still available to those who wish to play it. You just need to change your steam branch to og-sparrow.
Source
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