This is quite a big one, a bit scary to get it out over the weekend but Tom and Ryan need it out to be able to do some API work, so here it is 🙂 (As soon as the build server can bring it to you)
Summary of some major things that have changed, similar to last post:
Archer changes: Legolas shot, grapple hook, more fragile health among others! Pew pew, swing swing. It’s a whole new feel for the class, and it’s just getting started. We’ll continue tweaking and hopefully adding a bit of power after its had some more thorough public testing!
Boat changes: No more bashing team-mates with stolen boats before they convert! Dinghies don’t crush stuff! All sorts of good things.
Hall Changes: Halls can be flooded to turn them neutral again! We’re working on a way to work units into the mix, but it didn’t stand up to testing so at the moment it’s turned off.
Princess Mode: Currently in a half-finished port between the old huge huge map and the new level format there are some bugs (scores dont save or display properly properly) and some annoying map layout issues that will be fixed asap. Fortunately once the bugs there are ironed out the co-op challenge mode will be ready to rock in multiplayer!
Death camera: Also currently work in progress, MM didn’t quite complete it before he left :^( very sorry to those stuck looking at trees over the weekend! We’ll be evaluating weather to keep some form of this or not in the next few days, it will need a lot of changes if it’s to keep though.
Drill Changes: Doesn’t work particularly well under water, cools a bit slower, still doesn’t heat up when actually digging materials. This is to encourage using it for breaching and gathering instead of digging under the map for 20 hours in waist high water.
Walljump Changes: You can now wall run vertically for quite some distance, and only jump if you aren’t pressing towards the wall. This means overhangs are mandatory on any wall you dont want people getting over, and means getting out of pits and over ledges is much simpler. We’re considering making this a hold jump option (and will be toning down the height you can make with it).
Server Browser Changes: The server browser has been pre-emptively split into co-coperative and competitive tabs that sort on gamemode. This will be more relevant once the challenge multiplayer is released.
Starter changes: The starter now looks nicer and doesn’t have an inside-out twitter feed.
Please note: we’re fully aware there will be a few balance issues (likely in the favour of knights) this build! These will be addressed as soon as possible, likely with a patch Monday or Tuesday. Unfortunately we’ve got to push this one out either way so Tom and Ryan can get good API work done while they have some crossover time. Hopefully the added variety and fixes to known issues make up for the new issues that are sure to arise :^)
There have been a lot of changes and working this quickly it’s more or less inevitable that some bugs and other issues have snuck in without us noticing. Calmly report bugs and issues in the build thread or in the bug reports forum if you know how to use it.
Full changelog will be added either tomorrow night or on Sunday. I’ll keep my eye on the forums over the weekend but need some time to rest and recover, so don’t fret if I don’t get back to you right away.