2020-7-13
Version 7.0
Music
Added three new oggs and midis
BPNCH1
BPNCH2
CNZ1PR
Gametypes
Added Arena and Diamond battle mode types
Added Arena gametypes: Arena, Team Arena, Survival, Team Survival
Added Arena Maps:
Grass Court Zone
Oasis Zone
King's Board Zone
Snow Globe Zone
Greenflower Zone, Act 3
Mushroom Pit Zone
Sideshow Zone
Tunnel Road Zone
Aquarium Zone
Lost Bridge Zone
Pumpkin Peak Zone
Chaos Shrine Zone
Removed gametypes: Battle, Team Battle
Added Diamond gametypes: Diamond in the Rough, Team Diamond in the Rough
Egg-Robo Tag
Re-enabled spectators
Laser now fires a thicker stream of laser projectiles, with a somewhat Eggmobile-like attack style and an outward spread
Bomb specials have been replaced with "Place Mine"
Mines stay on the field indefinitely
Will only be removed when an untagged player or a projectile touches them
Refined general Egg Robo movement
Egg Robo weight increased (100% -> 200%)
Various Egg Robo Tag fixes
Removed an eggrobotag skin failsafe for custom characters. Check player.iseggrobo for proper compatibility!
Battle CTF
Time limit (10 -> 8)
Increased flag respawn grace period (5 -> 6)
Increased top speed penalty for flagrunners (5% -> 10%)
Increased acceleration penalty for flagrunners (10% -> 20%)
CP
Time limit (10 -> 8)
Point limit (5000 -> 4000)
Capture bonus (1000 -> 500)
Capture speed increased 20%
Team CP
Time limit (10 -> 8)
Point limit (3 -> 4)
Capture speed increased 20%
General
2D mode
Air movement modified to be more responsible in the air (thrust factor increased +100%)
Added acceleration curve (acceleration more gradual at high speeds)
Gravity and thrust values raised (+50%)
Spring object scale increased (+50%) to maintain vertical launch height
Projectile speed reduced (-50%)
Added player spawning animations for battle gametypes
Added guarding
With good timing, players can guard against enemy attacks (uses firenormal key)
Added battleconfig.cfg
Allows players to:
bind one or multiple keys to the special and guard actions
toggle on/off the aim cursor display for certain characters
Added weight
Players and objects with more weight will be less resistant to knockback forces and will deal more knockback to others
Added bashable object types (mo.battleobject)
Players can launch certain pushables by attacking them.
Launched bashables will deal damage to enemies and opponent players
Added bashable objects:
Bash Boulder
Chess Knight
Chess King
Chess Queen
Chess Pawn
Snowman
Snowman w/ Top Hat
Tails Doll
Added "PreRound"
Start time waiting period applies to all battle modes. Players can change skins during this period via the jump/spin keys.
Expanded scope and functionality of "battledebug"
More HUD items
Ability to flag/unflag certain debug info types
Console
Added variables and commands
battle_guard
battle_preround
battle_tailsdoll
battle_startrings
survival_lives
survival_suddendeath
survival_revenge
item_rate
item_global
item_local
battleconfig_special
battleconfig_guard
battleconfig_aimsight
test
Modified naming conventions for existing variables and commands (see 7.0 Player & Server Manual for more info)
Removed "autoaim"
Characters & Abilities
Sonic
Super Spin Jump
Raised offensive priority (1 -> 2)
Ground Pound
Raised offensive priority (1 -> 2)
Rebound height off of enemies can be reduced by releasing the jump key
Tails
Buzz Sentry replaced with the RC Robo Missile
Player will launch three badnik themed missiles
Badnik type varies based on environment (Crawla = land, BASH = air, Jetjaw = water)
Missiles respond to player direction and z position so long as the special button is held
Crawlas will jump when the player presses the jump button
Carried players can be launched onto a BASH or Jetjaw Missile
Carried players control the direction of the missile in flight
Knuckles
Increased weight (100 -> 115%)
Increased reserve shields (2 -> 3)
Removed passive frontal "defense" trait
Knuckles will be forced to detatch from walls after 6 seconds of climbing
Rapidly latching/detatching from walls will reduce the climb timer
Dig
Added explicit priority to downward drill (Atk 2, Def 2)
Ring cost increased (8 -> 10)
Resurface cost removed (6 -> 0)
Ambush cooldown is now 5 seconds or the length of time the player spends burrowed (whichever is higher)
Cancel cooldown is now 1 second or the length of time the player spends burrowed (whichever is higher)
Uses exhaust timer
Exhaust timer runs more slowly on walls
Cannot re-glide after using dig
Amy
Charm Beam replaced with the Tornado Spin
Priority (Atk 2, Def 3)
Ground Special
Amy will wind up a tornado spin, unleashing a dustdevil that can launch foes and shield allies
Only one dustdevil can be out at a time
Air Special
Amy will perform a midair jump, dealing damage to opponents who make contact
Midair jump can be extended by holding the jump key
Using the Air Special inside of a dustdevil will launch Amy upwards
Fang
Throw Bomb
Being in contact with one's own bomb as it explodes causes Fang to perform a bomb-jump
Added telegraph animation to throw
Using the special move while pogoing will drop the bomb instead of throwing it
Metal Sonic
Increased weight (100% -> 125%)
Metal Sonic will be forced to slow down and lose height after 6 seconds of hovering
Special move renamed to "Energy Attack"
Energy Attack
Ring cost increased (8 -> 10)
Ring cost is effective on initiation
Energy Attack uses exhaust meter instead of draining rings per second
Dash activated via jump key
Cancel activated via guard key
Players can no longer hover after attacking
Forced wait period before blast can be fired
Energy blast now has two levels instead of three
Level 1 fires 5 projectiles vertically
Level 2 fires 3 sets of 5 vertical projectiles
Player can perform the "Dash Slicer" by using the spin key
Maintenance
Added a smoother spectator with proper 2D controls
Removed deprecated "player.truemo" variable (replaced all instances with "player.realmo")
HUD CP radar now points in the correct direction in 2D mode
Homing attack collisions send the user at a fixed knockback angle/strength
Using the Flame Shield's ability will send no-spinjump characters into spin frames
Enforced a 10 tic limit on the homing chase of the Homing Thok ability
Disallowed action usage while the player is inside a zoomtube
Cleaned up NetVars
Added respawn delay penalty to all battle modes
Removed outdated damage hook for common projectiles
Fixed a 2.2.4 glitch which causes friendly projectiles to continuously give rings to teammates
Restructured tag damage code
Restructured HUD code
Fixed a netsynch issue within CBW_Battle.SearchObject()
Removed "tossflag" functionality from actionscripts
Switching between team and non-team game modes will restore player skincolor
Added internal debug print function
Debug HUD scales with resolution
Modding
Added function CBW_Battle.DoPlayerFlinch(player,flinchtime,knockback_angle,skid_thrust)
Sets player flinch/skidding properties
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