In this update2
Full notes
Full Teamkill update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Balance
- Gameplay
- Fixes
- Server
Teamkill changes
Howdy gamers, this update is mostly about making use of Godot 3.5's new features for some better performance, reworked AI and some minor stuff like players' heads following their aim.
Oh, it also removes the "Kill" mode, because it simply doesn't work very well if at all, may or may not come back as a "enable player health" option or something.
CHANGES
TK uses Godot 3.5's physics interpolation now, plus lowered physics tick rate from 240 to 90. This might affect bunnyhopping a bit but otherwise movement has been tweaked to feel mostly the same as before, but significantly increasing performance (especially with bots)
AI reworked to use new pathfinding system included in Godot 3.5, and process movements in batches, rather than all at once
AI now tries to target nearest enemy instead of "tunnel visioning" onto just one. Also aim speed is now affected by distance to target.
Player model's head now looks towards where the player is aiming, instead of just straight ahead
Removed "Kill" gamemode for now
More messages for getting kills/killed and match ends
Replaced player nametags with new 3DLabel ones instead
Player models update animation blending at a fixed tickrate instead of each physics frame
Changed how weapon models are loaded in, and applied to player models. This one's really just for me though because it was a jank nightmare before and trying to make any changes would just cause it to be backwards before for some reason... ANYWAY...
FIXES
AI has a maximum amount of targets to keep track of now, currently set to 3 targets max
AI should now face where they're going, or who they're targeting a bit more properly
AI less likely to jump on steep slopes
Slightly improved the time it takes to spawn players
Fixed bug where bots wouldn't spawn when starting a new match after being returned to lobby
Steam Rich Presence doesn't claim you're on the team of a player who just spawned, anymore
Fixed some scripts running unnecessarily every physics frame
Fixed decimals being rounded to whole numbers when changing player speed values in the host menu
Teamguy's hand shouldn't stick out of the railgun anymore
Jank band-aid fix in the case the game starts without any gamemode rules set. Server should now tell everyone to go back to lobby if this happens, and display a message in chat.
This doesn't matter at all but fixed Teampill's railgun model's scale and position to match the original prototype version of the game better
With that said, you'll probably still encounter performance issues with the AI, and the re-work meant losing some of the behaviors like keeping targets at a distance, that I haven't had time to re-do yet. Only temporary, though! :)
Source
Changelog.gg summarizes and formats this update. How we read updates.
