Posted July 07, 2022 by Leviathan
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Patch Notes: 2.043
July 4th, 2022
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- Added ability to join a password protected server by pressing enter after typing the password (had to click Connect before)
- Added scoreboard handling to ignore kills and deaths that occur after a round ends (only counts during a round now)
- Added hotkeys for selecting weapons while in the gear swap menu
- Added automatic match result logging (can enable and access through the console) for team elimination matches
- Added 500ms delay before ending a round to handle kill trades and suicides (ensures it ends in a draw instead)
- Changed teammate name HUD display to default to on rather than off
- Changed the enemy visibility setting increment to 5m instead of 10m
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- Added client-side extrapolation to player positions to help with longswording and make dodging more effective
- Added speed reduction of 15% while stressed (affects dodge roll, reel, burst, gassing, and total speed)
- Added speed reduction of 10% while reloading (if also stressed, then the reduction will only be 15%)
- Added 33% stress reward for all classes after killing an enemy player
- Added 20% stress reward for APG and TS when their attack is parried (it is 33% for ODM)
- Changed dodge roll to have a maximum allowed speed of 24m/s (was previously uncapped) and slightly reduced speed
- Changed player hitboxes to remain a fixed height above ground, meaning rolls and slides no longer 'shrink' the hitbox
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- Added burst chaining stress penalty to gradually increase stress cost of rapidly chained bursts
- Added burst queueing to detect burst inputs while bursting and apply it immediately when the active burst ends
- Changed burst sustain durations to be more consistent (most notably shorter vertical burst durations)
- Changed bursts to be more responsive, especially when bursting in a direction opposite to your current velocity
- Changed bursts to preserve more acquired speed when the burst ends, particularly for forward bursting
- Changed hooked burst momentum preservation to allow for smoother swinging movement
- Reduced bursting speed limit from 28m/s to 26m/s (mostly affects a few initial acceleration frames)
- Adjusted burst gas costs to be slightly more expensive initially, but slightly cheaper to sustain
- Reduced backburst strength (affects all classes)
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- Added poise cooldown after lunging of 0.2s
- Added crosshair coloring when poised for ODM: green when within lunge distance, red otherwise
- Increased animation transition speed from poise to lunge or parry to provide more rapid feedback
- Increased ODM stress recharge rate by about 20%
- Reduced ODM burst stress initial cost by ~5% and sustained burst cost by ~20%
- Reduced ODM stress recharge delay (how long before stress recharge starts) by about ~15%
- Reduced post-parry poise cooldown duration slightly (can poise sooner after a parry)
- Reworked lunge to partially inherit momentum rather than applying max speed at all times
- Reworked lunge acceleration and speed
- Reduced total lunge duration from 0.8s to 0.65s
- Increased lunge maximum steer angle from 45 degrees to 60 degrees and increase turning speed by 2x
- Increased post-lunge speed preservation from 50% to 75% (keep more momentum after the lunge)
- Changed lunge to now auto-unpoise (cant keep it held down) to require manual repoising to parry or attack again
- Changed lunge aim assist to start weaker at max lunge range and get stronger with distance to target
- Changed lunge aim assist to not be applied if there are multiple targets available
- Increased parry damage from APG single shots from 20% to 25%, and doubles from 50% to 75%
- Changed parries against ODM and APG to be based on looking at the enemy player and not the original attack direction
- Adjusted parry wait timings on the server to allow for more consistency in parrying
- Increased lunge offensive parry (clash) duration from 0.4s to 0.5s to better match the lunge animation
- Changed all parry windows to 0.3s (ie. all attacks are now at 0.3s)
- Increased sword throw parry angle from 30deg to 45deg (same as other parries)
- Removed speed slowdown after parrying so that momentum is now unaffected by the parry
- Removed the minimum distance requirement when parrying (was ~2m)
- Added APG stress forgiveness for fully charged shots (no shot or miss stress penalty when fully charged)
- Added crosshair coloring when poised for APG: green when in both ranges, orange when in single range, red otherwise
- Changed APG to be unable to attack while stressed
- Reduced APG burst stress costs a bit, with sustain costs being slightly more reduced
- Adjusted APG burst stress costs to be slightly more expensive initially, but slightly cheaper to sustain
- Changed gun shot VFX to better match the actual gun shot behaviour
- Reduced APG stress penalty for missed shots by ~15%
- Reduced APG double shot range from 20m to 12m
- Changed APG single shot hitbox to be smaller at close range and larger when near max range
- Changed APG double shot hitbox to be larger, especially at close range, and generally more consistent in size
- Changed double shot parry blade damage from 75% to 100% (guaranteed break)
- Added ping compensation for spear detonations to better account for the latency of the shooter
- Added a minimum simulated ping to spear firing and detonation of 80ms (so it always feels like you have at least 80 ping)
- Added 0.33s attack cooldown on being able to fire the opposite spear after an attack (after it detonates)
- Added crosshair coloring when poised for TS: green when past both min dists, orange when past single, red otherwise
- Changed spears to not be able to be fired when stressed
- Adjusted spear blast size growth to better match the vfx
- Reduced TS burst stress costs while sustaining by ~33%
- Improved spear detonation VFX to better match the actual size of the blast radius and have about 33% faster playback speed
- Changed spear detonation VFX to use a hemispherical shape when up against a surface
- Increased spear charge time from 0.33s to 0.4s
- Adjusted accelerations to reach top speed faster (around when the min distance is reached)
- Adjusted single spear speed to work with faster acceleration (now is 90m/s)
- Reduced single spear blast radius from 7m to 6m
- Added minimum detonation time to double spears of 1.2s from the time the spear is fired (only applies when embedded)
- Adjusted double spear speed to work with faster acceleration (now is 125m/s)
- Increased double spear minimum travel distance from 40m to 60m
- Reduced double spear blast radius from 9m to 8m
- Increased spear blast duration (hit detection window) to be a lot longer, about 3x, to better match the vfx
- Fixed being unable to jump while sliding
- Fixed resupply playing sfx and animation when the player steps outside the zone during the action (now immediately cancels)
- Fixed broken rotations when dodge rolling where the character would face the wrong direction during the roll
- Fixed a bunch of ping compensation issues
- Fixed a 100ms delay that was on the bursting animations (should play immediately on bursting now)
- Fixed player icons not appearing while spectating in infection while the visibility distance is at none
- Fixed some UI sound effects that were not playing when interacting with text input fields
- Fixed mouse scroll causing the free cam settings to change if used while the console was open
- Fixed spears not detonating on the same frame they reached the max distance (was delayed until the following frame)
- Fixed throwing blade and spear impales phasing through players when passing through certain parts of the hitbox
- Fixed lunge aim assist targeting players through walls and obstacles (now requires line of sight)
- Fixed some parries wrongly failing because of incorrect player view direction checks
- Fixed spear ejection vfx not disappearing at the correct time
- Fixed max players in server not updating when changing lobby settings
- Fixed lobby name filter causing searches to return nothing due to case sensitivity (name filter no longer affects search)
- Fixed weapon starting ammo amount in game not always matching what the hosting menu indicated
- Fixed score display for FFA wrongly considering spectator scores when determining position (1st, 2nd, 3rd, etc)