Maybe a 10% movement speed reduction while holding the flag is worth testing, too. Currently it feels extremely easy to juke 2-3 people chasing me with abilities, especially on large maps like silver cascade.
2020-3-17
Version 5
Maintenance
Updated version info and tweaked syntax
Console
Added server variable "ctf_flagdrop_graceperiod"
Adjusts the length of intangibility (in seconds) for dropped flags in CTF
Added server variable "ctf_flagrespawn_graceperiod"
Adjusts the length of intangibility (in seconds) for CTF flags respawning at the base
Modified the syntax for command "autoaim", now requires argument "1"/"on"/"yes" to enable, "0"/"off"/"no" to disable
Modified server variables "cp_radius", "cp_height", and "cp_meter" to make it easier to test CP parameter settings for map thing spawns.
A value of 0 will default to the parameters specified by the object's thing placement, if applicable.
Added server command "cp_shuffle"
Shuffles the order in which the map's CP current objects are queued to activate.
Added server command "cp_create"
Creates a CP object at the console player's object location with parameters 'radius', 'height', 'meter', and 'flip' (value of 0 will use default parameters). Object is inserted at the end of the current queue.
Added server command "cp_next"
Moves onto the next CP object in the current queue and activates it.
Modding
Assigned MT_CONTROLPOINT to MapThingNum 3640, allowing it to be placed directly inside of levels.
Maps
Added MAPB0, "Indigo Park Zone", for Battle and CP gametypes.
CTF
Reduced default flag respawn intangibility time (10 -> 8)
Imposed a small acceleration and top speed debuff to flag carriers (-5% normalspeed, -10% acceleration)
Capture Point
Flattened the capture rate; no longer inversely scales with players on the point
Tails
Swapped the key commands for spawning and firing a sentry
Spawning a sentry can be executed with the "fire sentry" command if no sentry is currently out
Maintenance
Z-targetting correctly follows players who are currently invulnerable
Made it easier to manually override player.actiontextflags
General
Players can be reticle-targeted by the popgun and homing attack while invulnerable
Projectiles will have reduced speed and increased lifetime while submerged underwater (Fang's bomb's lifetime remains constant)
Flame shield and bubble shield will send no-spin characters into a rolling state while the shield ability is active.
Players will receive 50 points for knocking another player into a deathpit or crusher (-50 death penalty still applies for the victim)
Sonic
"Super Jump" action text now reads "Super Spin Jump"
Raised defense priority to 2 while performing Super Spin Jump or Ground Pound
Knuckles
Raised dig time limit (2s -> 2.2s)
Raised rock blast projectile lifetime (40tic -> 47tic)
"Rock Blast" indicator text is red if player does not have enough rings
Knuckles goes into "fall" animation when resurfacing w/o using rock blast
Amy
Using twinspin against another player will refresh Amy's ability to use twinspin again
Love hearts now check to see if colliding player's base defense priority is 1
Fang
Fang's popgun now uncurls players who are in a state with defensive melee priority, instead of always dealing damage
Fang's popgun will push away players who are still invulnerable
Bomb fuse lowered (10s -> 5s)
Bomb cooldown lowered (1s -> 0.5s)
Bomb explosion on contact against walls: threshold lowered (10fu -> 8fu)
Bomb explosion on contact against floors: threshold raised (10fu -> 16fu)
Metal Sonic
Added ability: Dash Burst
Cost: 12
Press TossFlag while charging the energy blast to perform a dash in midair
"Cancel" action has been moved to the spin key
Reduced cost of Energy Blast (10 -> 8)
Raised energy blast recoil (4fu -> 6fu)
EggRobo
Bomb fuse raised (10s -> 15s)
CP / Team CP
Removed "aimable" property from the control point object
Added a default time limit of 10 minutes
CTF
Raised grace period on dropped flags (1s -> 2s)
Lowered grace period on respawning flags (8s -> 5s)
Added a default time limit of 10 minutes
Maintenance
Moved the code handling Sonic's increased defense priority during actionstates into the "abilities" priority script.
Fixed an issue with Fang's corks occasionally turning Metal Sonic into a tomato while Metal is charging energy blast
Modding
Added function CBW_Battle.AddCharPriority(skin,func,extfunc)
Allows modders to more reliably specify the battle_func and battle_extfunc functions used to determine a skin's attack/defense priority.
Fang
Popgun / Cork
Removed popgun firing delay after taking damage
Colliding player's vertical speed is reduced by 50% before applying additional vertical thrust
Adjusted relative vertical thrust amount applied to colliding players (+10fu -> +8)
Added a small amount of lift to invulnerable players hit by the cork (0fu -> 3fu)
Bombs
Lowered explode-on-contact threshold for bombs against floors (16fu -> 12fu)
Reduced the upward thrust amount of dropped bombs (8fu -> 4fu)
Metal Sonic
Melee attacks can disrupt Metal Sonic while charging energy blast
Added 1 second of cooldown when Metal Sonic is disrupted while charging energy blast
Maintenance
Disallowed Simple lock-on targeting for players who are out of line of sight
Angled collision checks for Knuckles and Amy rely on sprite angle instead of camera angle
Fixed Amy's charm beam not disabling ring-cost actions
Tails
Buzz Sentries
Sentries and colliding players will be knocked back and stunned by each other if both parties are in attack frames
If no target is found when the attack key is pressed, sentries will fire in the direction the player is facing
"Always manual" sentry aiming is now available by toggling off autoaim
Amy
Ground Hammer
Reduced priority when attacked from the sides or back (1 at / 1 df -> 1 at / 0 df)
Fang
Popgun / Cork
Reinstated a .33s firing delay after taking damage
Re-upped vertical thrust amount on airborne players (+8 fu -> +10 fu)
Reduced vertical knockback by 50% while underwater
Grounded players will have a strictly horizontal knockback angle (12 fu)
Removed lift from cork knockback on invuln players
Cork horizontal knockback on invuln players now applies relatively
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Maintenance
Fixed Tails sentries not awarding points
Fixed player targeting in splitscreen mode
Internal reorganization of function library
Visual
Pity shields will be colored according to player skincolor
Force shields will be colored in team gametypes
Battle
Added Shield Stock mechanic
If the player has a shield and obtains a new one, player will store a pity shield in reserve
Up to two pity shields can be stored in reserve
Modding: Custom reserve maximums can be defined via CBW_Battle.CharShieldMax[skin]
Tails
Sentry spawning now respects action cooldown
Action cooldown reduced (1s -> 0.5s)
Lowered action cost (12r -> 10r)
Maintenance
Disabled MF2_FRET for simple lockon controls (suspected to be causing cfails)
Shields
Players will always respawn in pity shields (for gametypes that allow it)
Reserve shield is used when player loses their current shield to water (or by using Armageddon's active)
Sonic
Reduced reserve shield count (2 -> 1)
Amy
Reduced reserve shield count (2 -> 1)
Charm Beam
No longer rewards 10 rings to allies
Shield stock cannot be used for the duration of Charm Beam's "disable"
Metal Sonic
Increased reserve shield count (2 -> 3)
Removed color changing functions from Metal Sonic's energy attacks
Reduced charge time required to perform powered-up energy attacks (35 -> 25, 70 -> 50)
Dash Burst
Reduced ring cost (12 -> 8)