Releases: Big-Onche/Cube-Conflict
Releases · Big-Onche/Cube-Conflict
Bêta 0.9.7
Beta v0.9.7
Additions / New Features:
- Added the map "Island"
- Added an end-of-game screen with various statistics and XP and Cisla Coins bonuses.
- Possibility to disable classes in solo play
- Added an animation (can be disabled) after death that allows seeing which player killed us in action.
- Added a visual effect visible on players who have taken mushrooms.
- Added a bleeding particle effect when health is below 15
- Added an effect of losing assisted armor pieces when assisted armor is below 75
- Added a graphical effect when a bouncing object (debris, rocks, shells) plunges into the water.
- Added various sound effects for bouncing objects (debris, rocks, shells)
- Removed invisible walls to delimit maps
- Implemented a 10-second delay to return to the game field if leaving a map.
- Improved refresh rate display with the display of the average rate and milliseconds
Improvements:
- Improved player physics management, movements, and player velocity in the air are now more logical.
- The physics of bouncing objects (debris, rocks, shells) has been improved.
- Increased the contrast between allies (yellow) and enemies (red).
- Improved rendering of the health or mana bar displayed above players.
- Improved the graphical effect of bullet impacts.
- The sounds players make (sorting, footsteps, etc.) will now follow the player, instead of being played where the player was located.
- The pitch of sounds for gunfire will be proportionally higher in case of abilities or boosts that speed up the firing rate
- The GAU-8 will go brrrrrt!
- AIs are now capable of firing at judgment or aim.
- AIs will be less likely to jump all the time like idiots.
- AIs will now be more tempted to steal the enemy flag than before.
- AIs will be less likely to shoot half their ammo into walls.
- Bullet impacts in water will no longer have an illogical effect of sparks or smoke.
- Improved the graphical effect of bullets for the Mossberg-500 and Hydra.
- Significant damage to a player wearing assisted armor will result in the effect of losing assisted armor pieces.
- Possibility to automatically equip the weapon (A key by default) that a base regenerates in the base capture-regeneration game mode.
- Aiming speed is now correlated with game speed.
- Aiming is now smoother; the aiming scope also appears more smoothly.
- AI waypoints has been optimized on all maps, and slowdowns are now reduced when there are many AIs in the game.
- Added a distant sound for players using EPO.
- Possibility to adjust weather effects rather than dealing with prefabricated ones.
Bug Fixes:
- Fixed a bug where the damage values given to enemies continued to rise when the game was paused.
- Fixed sounds of different spells of the Shoshone ability that were not correct.
- Fixed game crash during an attempt to screenshot on the main menu.
- Fixed a bad text identifier for an error message of unowned customization.
- Fixed particle effects of different spells of the Shoshone ability that were no longer the right size.
- Fixed a bug where some sound effects could remain in a loop if a player or bot was disconnected
- Fixed weather effect lightning passing through the ground.
- Fixed a bug where automatic weapons no longer worked unless re-clicked after the explosion of assisted armor.
- Fixed poor synchronization of the type of weapon carried when another player (non-AI) picked up a weapon in multiplayer.
- Fixed a slowdown of the game when a first-person player equipped assisted armor.
- Fixed duration and effects of boosts for the junkie class which were (again) not calculated correctly.
- Fixed bullet shells that appeared to float above the ground.
- Fixed certain sound effects played in a loop when the game was paused (again!).
- Fixed the density of particle effects (projectile trails, map decorations, weather) that were influenced by the refresh rate.
- Fixed SMAW and Mini-rockets explosion debris that got stuck in walls.
- Fixed the player's tomb that was half in the ground if the player died crouched.
- Fixed the display of grass at a distance that could be buggy when the 3D rendering graphic settings were set to maximum.
- Fixed the display of volumetric lighting when water or lava was displayed behind.
- Fixed a bug where the death screen's color filter was disabled when another player finished using mushrooms.
- Fixed a rounding bug of health or armor that could be displayed on the HUD with the value 0.
- Fixed the death screen camera that was no longer centered on the player when the first-person view was enabled.
- Fixed a LOD of a plant model that was not displayed at the same size as the original 3D model.
- Fixed a weapon change message with the "Identical" mutator that was displayed unnecessarily at the end of a game.
- Fixed particle effects of abilities that were continuously renewed when the game was paused.
- Fixed sound effects of some weapons whose position was no longer updated when a player with the spy ability was disguised.
- Fixed the texture of 3D models of beached boats that were not correctly loaded.
- Fixed the scoreboard that was displayed over other information when the number of players was high.
- Fixed map sounds that continued to be played when the sound entity was deleted in the map editor.
- Fixed the height of map ambiance sounds that were not updated when changing game speed.
- Fixed the "Power of the Atom" achievement that had become impossible to unlock.
- Fixed a bug where debris or particles were played at the edge of the map when its origin was not visible.
Buffs and Nerfs:
- Damage and its radius have been increased for the SMAW.
- The damage radius for the grenade has been slightly increased.
- The class 'American' will now have the right to launch two atomic bombs when picking up a superweapon.
- Crouching will now increase accuracy by 30% against 50% previously.
- Crouching will no longer reduce the spread of the flamethrower, Mossberg 500, and Hydra.
- Medics now only regenerate 5 health points per second to themselves instead of 10 (they continue to regenerate 10 health points per second to other allies)
- The grilled pig will no longer be improved for the medic class, but will now be for the junkie class.
Engine:
- Some optimizations have been made in managing dynamic 3D models in the game (players, customizations, shields, debris, ...) with a performance gain of 5 to 10% on parts with many players or AIs.
- Significant optimizations have been made in the management of sound effects, with an additional performance gain of 20 to 30%
- Possibility to display the game in a higher screen resolution than the desktop.
- The save system has been completely reworked, allowing adding new customizations and statistics.
- Improvement in managing the database of sound effects, music, and ambiance sounds of maps.
- The occlusion effect of sound effects is now progressive, avoiding abrupt and unpleasant changes.
- The occlusion effect of sound effects is now dynamic, preventing the occlusion effect from persisting if the sound is no longer occluded.
- The velocity of players, projectiles, and other sounds is now calculated dynamically, with a more realistic Doppler effect.
- Added reverberation effects according to map areas (up to 5).
- Improved performance for shooting graphical effects without degrading quality.