Balance:
- Respawn times are now a flat 15s. Once a game has been going for longer than 30 minutes these will slowly increase for both teams. This should help end defensive stalemates by allowing the team with the advantage to score more building damage. We'll be keeping a close eye on this and tweaking as needed!
- Replaced the existing overtime (> 60 minutes) mechanic. Overtime now critically damages all structures. We think this will be a bit more intuitive and fun.
- Standard (AI Commander) games now give each team a small redstone drip very late game when redstone is exhausted. This should help end stalemates where both teams have no tech and no redstone is left on the map.
- Spire and Guard Tower projectile speed decreased by 10%. We recently buffed this and think we went a little too far.
General:
- Quickmatch shouldn't give the "Full Server" error as much.
- Fixed an issue causing end-game loot to not drop as frequently as it should.
- Added new gameplay tips to death and loading screens.
- Advanced mode should never start with AI commanders, but it will still let them take over if the human is out of their seat for over a minute.
- Created KONG destruction sound effects.
- The gold pickup sound now plays when getting gold directly from a kill.
- Borderless fullscreen window is now the default setting.
- Added a role reminder message.
- Added PT-BR text translation, thanks to Brian Santos.
- Updated Loadout stored health icon to be more clear.
- Landmine glow tweaked to be a little more different to fire wards.
- Added natural cover to Bunker, also prettied up a few areas and fixed some stuck spots.
Optimization:
- Optimized our usage of cloth physx.
- Actor location update optimization.
- Optimized draw rate of fps vitals.
Fixes:
- Automatic player spectate on queue skips over unreleased players so you aren't looking at the ground (if possible).
- Fix for private games being joinable after the first match sometimes.
- Fixed people occasionally getting stuck in rag-doll after a rez.
- Fixed a client crash or two.
- Fixed a server crash.
- Reduced volume of Snow Footstep sfx.
- The steam inventory button is now disabled until all the data has arrived, preventing that empty inventory bug.
- LostHills rock collision fixed.
What are we doing next?:
- We're always working on performance, bugs, and balance.
- We're making the endgame sequence more exciting. That stronghold needs to explode!
- We're improving situational feedback / gameplay awareness feedback.
- We're working on Crossroads, the next map.
As always, tell us what you think on the Steam community forums!