In this update3
Full notes
Full Vigilant Inquest update
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What changed
- Gameplay
- Store
- UI and audio
- Fixes
- Maps
Vigilant Inquest changes
With new changes to the base movement system and some quality of life changes, it is time to have everyone who wants to test it!
Features:
Updated the base player movement to be 50% slower. *This is to encourage using the weapons for movement more often and to make the player feel more like a person rather than a sled.
Level 1 bench added
Level 2 parkour course disabled due to renovations
Quality of Life:
Moved controls to their own category in the settings option. *The options for controls was kind of out of place, it now has got it's own area, thanks to Tommy for suggesting it!
Separated the upgrade and the store points *It was a little silly that players had to choose between getting an upgrade on a weapon, or getting a skin, so to simplify, they got separated.
Crosshair setting now has a button to open the folder for custom crosshairs for easier access.
Made destructible surfaces more easy to spot.
Made the shotgun more easy to spot.
Pylons are now color coded and show what they activate more clearly.
Changes the pylon activation sound.
After finishing a level, gives notification of currencies gained.
Bug fixes:
Improved sliding behavior. *Sliding up or down slopes was jittery, this should now be fixed.
Picking up guns while standing on top of them no longer teleports you out of the map.
Turning off noclip while in the air and paused no longer makes you fall super slowly while still paused,
Pylons in the level zone can no longer be activated before the level starts.
Shotgun reload will no longer continue while paused.
Upgrade stations screen can no longer be collided with on the weapon unlock screen.
Source
Changelog.gg summarizes and formats this update. How we read updates.
