2020-2-23
Version 2.0 release
Features
- Battle, Team Battle, Egg Robo Tag, and Battle CTF are now recognized as unique gametypes in the multiplayer level select
- Added Control Point, Team Control Point to the gametype options
- Removed King of the Panel mode
Control Point / Team Control Point
- Weapon panels and the infinity ring are valid spawn points for CP objects
Maintenance
- player.disableringslinger is now "off" by default
- The player character's sprite angle will now reflect the player's movements in Battle gametypes
- Fixed compass direction for Simple controls
- Camera reposition/lock-on now works in Battle mode for Simple controls
- Improvements to Battle-related HUD
- Modified action scripts to accommodate secondary action commands
- Fixed Fang's bomb not consuming rings if it immediately explodes
- Fixed Egg Robo death animation not displaying the limb/gun sprites (for real this time)
Console
- Removed "battlehelp"
- Added "battleversioninfo" (replaces "battlehelp versioninfo")
- Added console variable "collision" (toggles collision for non-battle gametypes)
- Added console variable "slipstream" (toggles the backdraft/slipstream mechanic)
- Added console variable "battleactions" (toggles battle actions in all non-ringslinger gametypes)
- Collision damage can now be toggled universally with the "friendlyfire" variable (in tandem with the "collision" variable)
- Added console variables for Control Point: "cpmeter","cpwait","cpradius","cpheight","cpbonus"
- Removed console variables related to King of the Panel
Game Balance
- Enforced a hard cap on the amount of time a player will skid on the ground from a PvP bump-collision (-> 1s)
- Limited vertical aim amount while auto-aiming (-> +- 60deg)
Sonic
- Increased the radius of Sonic's ground pound attack by roughly 50%
- Added a cooldown after using groundpound (-> 0.5s)
Tails
- Tails can now spawn up to three buzz sentries at a time
- Spawn cost raised (10 -> 12)
- Sentry attack command moved to the TossFlag key
Knuckles
- Reduced dig cost (10 -> 8)
- Burrowing: added a 1 second delay before rings begin to drain
- Ring drain rate doubled while stationary (1rps -> 2rps)
- Ring drain rate no longer increases while moving (2rps -> 2rps)
- Increased movespeed while burrowing (25% -> 33% normalspeed)
- Increased dig cooldown after resurfacing (1s -> 2.5s)
- "Resurface" relabeled "Rock Blast"
- Added a ring cost to using the rock blast attack (-> 6)
- Knuckles can now Resurface with the ringtoss key, without using rock blast or spending rings
Amy
- Increased action ring cost (10 -> 12)
- Raised charm beam speed (16 -> 20)
- Reworked "charmed" mechanic; instead of being shrunk and invulnerable, players simply act as if they had picked up a CTF flag (i.e. cannot use abilities)
- Enemy players will now bounce off of love hearts without taking damage if they are in spin/spinjump state
Fang
- Removed certain firing hacks in Fang's action script
- Enforced a firing delay after taking damage (-> 0.5)
- Forward bomb throws and dropped bombs are now mapped to the ringtoss and tossflag keys respectively
- Reduced bomb autoaim (60 -> 45)
- Slightly lowered z-angle floor of auto-aimed bomb throws
- Bombs will automatically explode on contact with enemies, bosses, and monitors
- Bombs will automatically explode against walls and ceilings/floors respectively if their horizontal or vertical momentum is higher than 10 fracunits
Metal
- Charging an energy blast out of a dash will automatically store one level of charge
- Scaled down the dimensions of energy blast projectiles by 50%, making it less likely to clip against surfaces when firing
- Reduced autoaim (60 -> 45)
- Increased the autoaim search range for non-player objects (128 -> 256)
- Reduced recoil after firing (12 -> 4)
- Reduced the spread of charged blasts (5 -> 3)
- Player can hover after firing blast
- Player can cancel an energy blast by pressing tossflag while charging