Full notes
Full The Spike Cross update
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Repeated intro
Hello,
What changed
- Maps
- Gameplay
- Fixes
- UI and audio
- Performance
- Balance
The Spike Cross changes
Thank you as always for enjoying The Spike Cross.
We would like to share details about the upcoming 6.6.102 update and its changes.
Although extensive testing has been conducted over a long period,
some instability may occur in the early stages due to the scale of these changes.
If you encounter any issues or inconveniences while playing,
please share your feedback so the development team can review and address them as quickly as possible.
■ Update
Added a detailed popup for player Characteristics
Added AI usage settings
Added frame rate options (45fps, 60fps, 120fps)
Added a variable frame rate option
Removed the low-spec mode option
Adjusted player receive range and sliding range
Adjusted the maximum position players can approach near the net
Improved swing timing for all players whose animation and actual hit timing were misaligned
Improved the Breakthrough description screen to display detailed Characteristic values
Separated Oasis Characteristic descriptions into “Sunrise,” “Noon,” and “Sunset”
Improved Snow Fight and Training modes to support multiple frame rates
Added behavior where rallies immediately end with a glass-breaking effect if the ball hits a wall in indoor environments
Improved in-game objects (such as glass and stone fragments) to collide with the ground
Improved some model animations and designs
■ Bug Fixes
Fixed an issue where achievements (Inhibitor) would fail even when Zinc activated on our team
Fixed an issue where no-touch scoring rarely occurred after High School Nishikawa’s slow-motion sequence
Fixed an issue where jump floater serves would always fail if jump stat was below a certain level
Fixed an issue where hybrid serves did not function correctly at 45fps
Fixed an issue where defeat UI appeared when winning as the right-side team in practice matches
Fixed an issue where the player would not face the opponent during serve situations
Fixed a bug where Raul’s First Impact would inconsistently penetrate blocking
We will continue striving to deliver even more enjoyable content.
Thank you.
Defense Judgment System Change Notice
The judgment method for player receive range and sliding range has been updated in this patch.
Previously in The Spike Cross,
defense success was calculated based on the distance between the ball and the player’s position.
However, with the addition of multiple FPS support,
this method began causing inconsistencies where judgment results varied depending on frame intervals.
This led to issues with the frequency of no-touch scoring and inconsistent defensive judgments,
making it difficult for the system to fully manage gameplay fairness.
To ensure long-term balance and a stable PvP environment, this improvement was necessary.
With this update, defensive range and sliding range are now determined based on
whether the player reaches the ball’s landing point at the moment it touches the ground.
As a result:
Ball penetration issues during receive situations have been improved
Teams with lower speed stats may experience no-touch situations more frequently
We have carefully adjusted the system to maintain gameplay feel and balance as close to the previous experience as possible.
If you notice any discomfort or balance concerns while playing,
please feel free to share your feedback with us at any time.
Source
Changelog.gg summarizes and formats this update. How we read updates.
