In this update2
Full notes
Full Quake update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- Gameplay
- Maps
- Balance
- UI and audio
- Fixes
Quake changes
Update 2 contains a brand-new Horde Mode made by MachineGames with 1-4 player co-op (including optional bots), new Add-on "Honey", some quality-of-life improvements, and bug fixes. It also marks the Quake release on the Epic Games Store (for PC). With Horde Mode you can play solo, with bots, or friends, and face off against waves of enemies of increasing difficulty. Earn Silver Keys to unlock access to better weapons. Survive long enough and earn a Gold Key, which will allow you to escape, or stay behind and fight against the armies of Quake until you fall
HORDE MODE
Overview
All new multiplayer PvE experience designed by MachineGames
Supports 1 - 4 players or bots in local multiplayer and online modes (Custom matches only)
Playable on all difficulty levels
Includes 4 new maps specifically designed for Horde Mode
Rules
Score points by killing enemies
Kill multiple enemies in quick succession for bonus points
Your progression is reset after the last player dies
Every 3rd wave has boss monsters but once you clear it, you get a Silver key to unlock more weapons and items
After the 9th wave, you get a gold key to unlock the exit, or you can keep fighting as long as you are able
Monsters have a chance of dropping quad damage and the pentagram of protection (powerups last for 5 seconds once picked up and despawn if not picked up after 10 seconds)
NEW ADD-ON: HONEY
Expand your Quake experience with the free Honey Add-on and delve deep into the darkness to conquer a deadly plague infecting the land
For a unique look behind the curtain, check out our Nods to Mods interview with the author of "Honey", MachineGames' own Senior Level Designer - Christian Grawer here
Read more about how to access Honey here
IMPROVEMENTS
Improved auto aim to reduce amount of snapping and view locking onto enemies
Crosshair color and type can now be changed from the Gameplay options menu
Add-ons menu can now be used to play previously downloaded add-ons while offline
Text chat and push to talk voice chat are now available in pre-game lobbies
Added ability to invite friends across PC platforms using players on your Bethesda.net friends list (optional)
RANGER SKINS IN QUAKE CHAMPIONS AND DOOM ETERNAL
Owners of our Quake re-release can log in with their Bethesda.net credentials in-game to earn the Ranger Slayer Skin for DOOM Eternal and the Quake Guy Ranger Skin with the Gladus Axe in Quake Champions! (NOTE: In addition to owning Quake, players must also own DOOM Eternal or Quake Champions to use their respective skins)
For more info, click here
Note: Nintendo Switch users can unlock the Ranger Slayer Skin in DOOM Eternal alongside Update 6.66 sometime in early 2022. Stay tuned to the Slayers Club for updates!
BUG FIXES
Fixed Death Knight incorrectly referred to as Hell Knight in the main Quake campaign
Bots now chat less
Fixed cases where texture borders were visible around certain HUD elements
Fixed weapon firing immediately after respawning in multiplayer
Turning off Enable Microphone before connecting to online services now properly mutes the microphone
MODDING IMPROVEMENTS
The following changes apply to users who may be developing add-ons that work on the PC version of Quake
Added new cvar navEdit_onlyTraceAgainstWorld to validate look position only against the world (skipping all other entities). This cvar is exposed as a user option in the nav editor
Added new cvar navEdit_skipLookPointValidation which completely skips look point validation, allowing user to place nodes anywhere • Bots now understand Zombies are killed easier with explosives and will switch weapons if possible
Further improved bot control of powerups on the map in DM
Bot characters are now reloaded when loading a new mod/Add-on
Make sure FL_ISBOT flag is set on the bot client when the bot calls"ClientConnect"and"PutClientInServer"inside QuakeC. This allows mods to run bot specific logic when a bot spawns in
Fixed bots trying to pick up weaker armors, when wearing a stronger set
Added nav editor cvars that are handy when switching back and forth between editor and game for testing, navEdit_removeGodModeOnExit, and navEdit_removeNotargetOnExit
Added g_removeAllAI to remove all AI that are on the map. Will check regularly for spawned AI to remove them as well
Added nav editor cvar navEdit_showLinkType. Useful for debugging pathing issues. Cycles between showing all links/nodes, only nodes with one way links, and only nodes with non-walk links
Source
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