Added

11 changes
  • UI

  • - Added "TEAM" text above teammates to better distinguish players who are on your team, and who is not.

  • - Scroll wheel weapon switching.

  • - Options menu now contains options for UI scaling. This is a first pass and may add and remove aspects over time.

  • Effects

  • - Sword slash now shows where the attack will go before the slash hits. Currently shows opponent slash, may remove later for opponents.

  • Movement

  • - Players can now sprint, dashing now consumes stamina. Holding dash button is now a sprint button. Adds speed to the player, using the weapon speed as base speed.

  • - Sprinting currently disables firing.

  • Camera

  • - FOV adjustments for sprinting.

Improved

17 changes
  • Maps

  • - The Junction had been scaled down for tighter combat.

  • UI

  • - Entirely refreshed customization menu. Same features, new layout.

  • - New crosshair for sword, showing clearer charge.

  • - Charging and Reload time values now show next to the crosshair.

  • - New weapon slot UI that better matches other details for now.

  • - Weapon colors added to weapon slots to help distinguish with drops.

  • - Pressing escape in main menus will now act as a back button, not opening the escape menu.

  • - Lobby buttons should not be possible to click while Escape menu is open.

  • Weapons

  • - SG-32 now has the same run speed as MG-01A.

  • - Laser Cannon aim speed adjusted from 9 to 13.5.

  • - Rocket explosion radius doubled.

  • - Rocket Launcher guided rocket can now move faster when fire button is held down, with reduced turning. Increased turning when not sped up.

  • Communication

  • - Voice chat should ideally work now, but more testing required.

Fixed

15 changes
  • Gamemodes

  • - Winner of Hot Zone and KOTH were not based on points previously. All modes now adjusted to give the win to the player/team who achieves the actual gamemode objective or closest to objective.

  • - Zones now scale to world scale adjustments.

  • - Zones now also auto detect and orient based on detected surfaces below, just like the visual zone ring.

  • - Zone detection now utilizes a mix of surface normals, averaging, and majority positioning to decide orientation.

  • UI

  • - Grenade no longer shows "?" on grenade kill.

  • - Escape menu should no longer cause error "Exception when calling 'Update' on FirefightKnights.EscapeMenuWorldPanel"

  • Utility

  • - Grappling hook wire now renders for all clients.

  • - Grappling hook forces should properly apply now, no longer having extreme speed cases just for being hooked.

  • - Grappling hook aim gizmo should no longer stick around when weapon switching.

  • Character

  • - Arms should now properly animate for all players.

  • - Feet on other characters should no longer rotate all stupid in the lobby.

Removed

2 changes
  • Etc.

  • - Temporarily removed a lack of updates.

Known Issues

3 changes
  • Overall UI is still lacking in style, a full overhaul of all UI elements is planned.

  • Feet or other body parts may rotate all stupid mid-match under certain conditions.

  • Zone ground detection may still be active the entire time rather than on spawn, despite a lack of deformation/destruction/world physics systems.

Added

13 changes
  • Gamemodes

  • - Hot Zones/KOTH objective points now detect ground and will place in its best possible angle Still needs reworking

  • Audio/Communications

  • - Added what should be proximity voice chat, Untested, will fix over time if necessary.

  • - Hitting an enemy will now apply a metal impact sound to help with damage feedback.

  • Camera

  • - Player camera can now be adjusted how far vertically and horizontally it can be up to certain limits.

  • Menus/UI

  • - Settings now opens an option between game settings and s&box settings. game settings currently just contains camera settings.

  • - Controls for weapons now display on the bottom left of the screen, above the player movement speed. It can be hidden.

  • - Damage to a player will now display via a damage indicator next to the hit target. Scaling and more may be adjusted later. Indicates certain damage types/results as well, indicating if a hit was parried, slowing an enemy down, or if they're defending it with their melee weapon, as damage occurs to armor instead of HP.

  • - Escape menu based on the main menu, with access to settings and a few other previously more hidden buttons. Those buttons still exist.

  • - Mute button in scoreboard, saves the mute setting to file.

Improved

32 changes
  • Gamemodes

  • - Hot Zones capture time reduced from 7 seconds down to 4.

  • - Deathmatch/Hot Zones/KOTH Default HP setting is now 500, down from the 1000 (this was supposed to take effect before release, but did not.).

  • Menus/UI

  • - TEAM button in lobby now says TEAM BATTLE, to help with confusion. It was also hidden from non-hosts anyways.

  • Character/Animations

  • - Jumping no longer has the extended leg angled as far back, its more vertical. This SHOULD be based on velocity now, but a second pass is required to confirm later.

  • - Sparks are now double the size, making it more obvious that you are hitting something.

  • - Jump power increased from 330 to 340, a small but considerable increase.

  • - Jumping will now have smoke puffs come out from the leaping foot.

  • - Double jump will always use the opposite foot from the randomly selected foot on the first jump.

  • Weapons

  • - Laser cannon now fires multiple rays instead of a single centered capsule, allowing for the laser to continue doing damage even if aiming mostly at a corner.

  • - Laser cannon now pushes the shooter backwards as it fires, based on direction of fire.

  • - Laser cannon gravity reduced further when charging.

  • - Removed hitbox gizmo.

  • - Increased hitbox scale to make hits land more consistently.

  • - Sword slashes now have a smooth, fading trail.

  • - At 80%+ charge, the trail will begin to redden and brighten.

  • Weapons [Sword] (First Pass)

  • - Overhaul of animations. Weapon now correctly swings the blade around, positioned better with the player character, and does not fall behind the way it did when charging a slice.

  • - Slash charge no longer requires the player to nearly perfectly time a mouse click and hold in order to begin the charge, holding early will automatically begin charging once the cooldown ends.

  • - Slash cooldowns reduced from 0.18s to 0.12s. Full charge recovery reduced from 0.55s to 0.4s.

  • - Slash lunge is now based on camera direction, rather than just forward. Vertical force is halved from horizontal.

  • - On charge, the sword now grows in size, increasing the hitbox and visual size of the sword, and begin to jitter.

  • - Slashes adjusted to better position themselves relative to targets. Swords will eventually adjust slash direction entirely, rather than just being forward-based.

  • - Swords only disable damage when hitting a player/bot target. Sometimes hitting a wall would cancel the damage output.

  • - Damage should no longer apply through walls under most circumstances.

  • Bots

  • - Bots can no longer freely aim the laser cannon, they are stuck rotating very slowly. That being said, they may need to be increased as it seems they dont rotate as fast as they should now.

  • Maps

  • - Just a basic placeholder material on some walls of The Junction, to make it feel a bit less... stale.

Fixed

17 changes
  • Gamemodes

  • - Objectives for Hot Zones/KOTH now do not blind the shit out of you, but instead display a clear bright ring, with a darker center, to signify the zone size.

  • Networking

  • - RPC issue regarding the SG-32 weapon identity should now be gone.

  • - Players should now properly display on lobby join for the first time.

  • Menus/UI

  • - Main menu should now appear if leaving lobby as a player.

  • - Health now properly tracks the HP on players. It was displaying an old, incorrect max HP for the bar, which appeared to do no damage as a result. It was maxing at 500, so you would have to damage the player down to below 50% HP to see. This issue did not exist for bots.

  • - Gamemode Information at the top of the screen cleaned up and resized for better visibility.

  • - Objective UI element slightly cleaned up (Timer removed, as it displays at the top).

  • - Player Rings from lobby should now properly delete when leaving a lobby back to menu.

  • - Keyed/Unkeyed warning spam has been cleared.

  • - Screen transition should now correctly display for clients in a lobby, loading into a match.

  • - Camera contol UI element adjusted, does not get stuck on respawn anymore.

  • - Escape menu no longer shits bricks when exiting a match to lobby.

  • Camera

  • - Respawning no longer errors with the spectator camera.

Removed

2 changes
  • Etc.

  • - Some Bugs/Glitches.

Known Issues

7 changes
  • - General weapon balancing

  • - Lack of map options

  • - Weak map design

  • - Character feedback still lacking

  • - More audio required

  • - Lacking various weapon models/materials

  • - And many more!

Added

3 changes
  • Spectator

  • - Added scoreboard to spectators

  • - Vertical movement with jump and crouch buttons

Improved

17 changes
  • Weapon Damage

  • - MG-01A Damage raised from 4 to 5 per shot

  • - SG-32 Damage raised from 15 per pellet to 22.5

  • - SG-32 Pellet count reduced from 12 to 8

  • - SG-32 Knockback reduced due to lower pellet count, from 1320 to 880 force on full-hit

  • - Laser Cannon Damage increase to 8 per hit, from 7

  • - Laser Cannon Cooldown reduced to 35 seconds from 45

  • - Laser Cannon Charge Up/Down time reduced to 3.5 seconds, from 5

  • - Sword Damage doubled, 48 base/96 charged, from 24 base/48 charged

  • - HE Grenade damage increased to 105, from 95

  • Movement

  • - MG-01A Run speed increased to 287.5, from 230

  • - Sword Movement speed increased from 280 to 420

  • - Dash recharge time per dash charge reduced to 2.25 seconds, from 3

  • Paint Shop

  • - Added secondary color visibility on each part

  • - Improved text visibility

Fixed

8 changes
  • Weapon Responsiveness

  • - SG-32 knockback now (hopefully) better applies to targets on ground

  • - Grappling Hook now overrides target movement to better reel them in, with a 15% steering influence

  • Spectator

  • - Camera FOV now matches player controller

  • - Spectator scoreboard buttons now work as expected

  • Bots

  • - Bots should now fallback to the DEFAULT preset if the player has zero customized presets, to hide the very ugly color identifier texture underneath

Removed

2 changes
  • Etc

  • - Nothing