Fix Batch - 09/26/26

0.0.2b
26 September 2026
71 changes in this update

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!