New Battle Pass & Store Content
- Added the PHALANX PARTICLE CANNON Tri-bolt from Q2: The Reckoning
- Added the ETF RIFLE Super Nailgun from Q2: Ground Zero
- Added the ION RIPPER Rocket Launcher from Q2: The Reckoning
Performance Optimizations
- Code optimizations for CPU & Memory
- Optimized sound events, reducing their CPU & Memory loads
- Optimizations to Tri-bolt water impacts
- Fixed two memory leak fixes
- Marked several effects as low priority and renamed the 'Weapon Effects' option in Adv Video to 'Low Priority FX'
Sound Updates
- Improved the volume and mixing of the footstep and falling sounds
- Elevation sound balancing is now only for third-person steps and jumps
- Improved the firing sounds for the Freezegun (1st & 3rd) and the Disruptor Plasmagun (1st)
- Teammate Volume now defaults to 10
- Marked unnecessary first-person weapon sounds as ambient for Gauntlets, Q4 SNG, and Q2R Tri-bolt (PPC). These will now be affected by the Ambient Volume slider and from the silent-walking ambient stun.
- Project is back to 44.1k instead of 48k to address some mixer performance issues
- Resampled some of the legacy 22k sound sources to 44.1k
- Enemies once again have 3 pain sound ranges (1-25, 26-50, 51-75)
- Reduced the 1st person volume of Slash's skating sounds
- Reduced the chance of Anarki & Slash's long VO from playing
Weapons
- Machinegun [list]
- Spread reduced from 0.02 to 0.01
- Is 16 pellets, rings of 1, 3, 5, 7 - 5 damage each. A total of 80 damage.
- Is also 16 pellets, rings of 1, 3, 5, 7 - 5 damage each. A total of 80 damage.
- However, the SSG now gains bonus damage based on range. The range damage, is up to 40 additional points, bringing the total possible damage to 120. Full bonus granted within the first 5 meters and then falls off linearly until there is no range bonus at 10m.
- Falloff distance is 1 point of damage every 19.2m. Falloff is now greatly reduced due to the above changes.
- Decreased nearspread from 0.6 to 0.25 m
- Damage increased from 12 to 15
- Damage increased from 15 to 20
- Nail projectile collision reverted to a point trace, for performance (and balance)
- Projectile collision reverted to a point trace, for performance
- Reverted rocket projectile collision reverted to a point trace, for performance
- Damage increased from 6 to 7
Champions
- Clutch[list]
- Air-Dodge reduced from 9.02 to 8 m/s and to 7 m/s during shield usage
- Berserk mechanics improved to make it more reliable, including hit detection and jump-punch physics
- Can no longer double jump during Berserk
Maps
- Cursed Soul[list]
- Lighting improvements
- Quad and Protection now swap locations each spawn
- Fixed collision on sand patch at the top of the water well
- Fixed a seam right of the doorway from the NG room to the MH room
- Fixed a seam below the pillar at vista hallway
- Fixed spectator camera orientations
- Fixed entity visibility issue at dungeon staircase entrance
- Fixed entity visibility issue at 2x25hp staircase
- Improved collision at SNG pillars
- Reworked the collision on the lava pillar ramp
- Added an additional broken pillar at lava pillar ramp to better hint at the clipped wall
- Fixed a seam in a doorway near upper crypt
- Improved collision at stone to health jump in throne room
- Improved collision at lava teleporter dropdown
- Minor skybox updates
- Fixed bots to getting stuck on the soul obelisk in Sacrifice
- Item layout changed a lot; have fun!
- Trap updated, now deep and deadly
Miscellaneous Updates
- Permanently unlock Ranked if you've ever reached Level 25
- Fixed on-screen FX during Picmip (so that they no longer get mipped), ex: sorlag spit, dk fire, health damage, ghostwalk fx
- Fixed Peeker drone HUD when using Picmip
- Fixed the missing Aquamarine shader for the Q2 Malediction Railgun
- Fixed Anarki Striker beard shaders