It's been a while since launch, huh? Believe it or not, we're still working on the mod! This update makes some tweaks to the gameplay balance and overall presentation. Check out the changelog below for more details:

CHANGES:
  • Gameplay
    • Players now get score for assisting someone else in killing an opponent.
      • ...only if the player dealt more damage than the killer.
    • Environmental kills now give score to the last player the victim was hit by.
    • Time and Emeralds are now shown on the HUD.
    • Players can now shoot weapon rings at each other in co-op with "friendlyfire" enabled.
    • Players now emit particles when damaged, scaling in severity with the damage inflicted.
    • The red screen tint when you get damaged is more severe.
    • Added killfeed icons for switching to spectator, drowning, being spiked, Fang's popgun, Amy's hearts, and Amy's hammer.
    • The killfeed now has a transparent black background that turns white when the player kills an opponent or assists in killing an opponent.
    • The killfeed now shows up on both screens in splitscreen.
    • Seekers now need to kill hiders to tag them in Tag gametypes.
    • Amy, Fang, and Metal Sonic are now automatically unlocked when loading the singleplayer pack.
  • Audio
    • The homing ring now makes a sound when it finds a target.
      • It also now has a special sound if you are the target.
    • The sounds for hitting and killing an opponent have been updated.
    • Added a knockdown sound effect if two melee-attacking players collide.
    • Added Final Demo MIDI for Conveyor Conflict.
  • Weapons
    • All projectiles now have a trail as they fly.
      • The homing ring's trail changes to smoke when it locks onto a target.
    • Projectiles have been made ~14% faster overall.
      • We're still experimenting with the effective range of players in Ringslinger Revolution, and while we got very close to the ideal value at launch, it's still just a bit shorter than we would have liked. Give us your thoughts!
    • Homing Ring
      • We launched Homing quite overtuned, so we've tried to reduce its power in direct combat while enhancing its strengths as a finisher and anti-air tool.
        • Signficantly increased pre-chase projectile speed (target-chasing speed is unchanged).
        • Increased search radius by 25%.
        • Decreased turning speed by 20% for players.
        • Decreased damage from 30 to 19.
        • Decreased knockback factor from 1x to 0.33x.
    • Scatter Ring
      • Gave the scatter ring its own unique sprite from the pickup (it actually faces the direction it's going in now).
      • Reduced angle spread from 4 degrees to 3.5 degrees.
        • We're aware that the scatter ring is a popularly requested weapon to change, so we're hoping this makes it a bit more useful. Again, give us your thoughts!
    • Rail Ring
      • The rail ring's trail is now red by default to match its slug.
      • The rail ring now ignores the infinity powerup.
        • This should hopefully make the rail ring slightly more balanced in multiplayer.
      • Using your last rail ring now automatically switches to the red ring.
  • Characters
    • Amy's heart scatter now deals damage (and increased knockback).
BUGFIXES:
  • Gameplay
    • Killfeed icons no longer default to Eggman if the victim had a Force Shield.
    • Fixed the Force Shield absorbing less damage than the other shields.
    • Fixed non-IT players in Tag being able to fire rings.
      • This behavior can be re-enabled with the "rsr_lasertag" console variable.
    • Added better support for the "touchtag" console variable.
  • Weapons
    • Fixed the homing ring targetting spectators.
      • This behavior can be re-enabled with the "rsr_ghostbusters" console variable.
    • Fixed a bug where the homing ring could target blast executors (invisible objects inside the breakable walls in Jade Valley).
  • Maps
    • Fixed Silver Cascade's turntable being actionable multiple times per cycle.
    • Fixed rogue vanilla RS objects in Granite Lake and Sapphire Rapids.
    • Fixed a bug where Frigid Mountain could spawn you over a death pit.
    • Fixed Sapphire Falls and Sapphire Rapids using the wrong skybox.
    • Fixed REDWALL textures on the lifts in Starlit Warehouse.
    • Updated maps that were still using their 2.2.14 versions to 2.2.15.
    • Fixed a bug where the music change trigger before the final elevator in Techno Madness could be thokked past.
    • Removed leftover "NextLevel" parameter in Techno Madness' level header.
  • Characters
    • Fang remembered to bring ammo for his popgun and is able to fire it now.

Special thanks to everyone who gave feedback on the launch version, and also to Evertone who wrote a huge portion of this update's changelog. We are currently planning on making another update after this one to add some new modding features, so stay tuned for that!
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