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Update Log for Ana Paintball (7)

Fixed the "Airshot" bonus

  • Airshot will now start when you walk off a ledge for 150ms, jump in the air for 800ms, or take a jumppad.
  • Airshot bonus will end 250ms after landing

The Airshot condition didn't function as intended after an OW update, causing unbalanced leaderboards. This should now be solved.

Improved the portal experience

You will no longer face straight up after taking a portal. Instead you will face down at an angle respecting your previous facing direction.

In early playtesting of the portal, we decided that it was unfair when the user taking a portal could directly shoot the target on the other end of the portal giving limited to no time to counter.
To solve this we made the user face straight up so both players have time to respond to the situation.
However, facing stragiht up causes a lot of confusion especially when it's your first time taking one making them favour the defender way more than the attacker.
To balance this the attacker now faces down instead of up and slightly more forward respecting their previous facing direction to make it much more user friendly while still giving both players time to respond.

almost 4 years ago

Scoreboard Improvements

The problem with the previous score system was that it was too static and didn't provide much competition to do better.
It favoured new joining players much more than existing players because of the rapid changing KDR, allowing them to skyrocket into the leaderboard, while not performing 'better'. If a already playing user were do the exact same thing, their score would barely change.

To fix this;
I have clamped down the amount of points you earn from stats alone to make room for an additional scoring system, Code name 'Style Points'.
This new scoring system is based your current performance, and will reward you for when you put extra effort into Areal and Sleep Dart eliminations.
'Style Points' degrade over time and require you to continuously work to keep your score at the top.
As a much needed upgrade for the professional tryhards, the new score system 'Style Points' has no score cap, and degrades almost entirely linearly.

Changes:

  • Old scoring system is narrowed down (but not limited) to 40 ~ 275 points, and curves giving more points the higher up your stats are to give more of a difference between what low stats and high stats are.
  • New scoring system, code name "Style Points". Gives points for 'Current Performance', and degrades over time.
  • Scoring Areal kills, and/or Sleep darts will reward you with extra "Style Points".
  • Style points has no score cap, other than time.
  • Nano boost no longer oneshots other Nano boosted players. This change will provide more interesting gameplay when both users have Nano boost ready to counter each other. > UserA* shoots UserB -> UserB blocks with Nano -> UserB shoots UserA -> UserA blocks with Nano, ..*
  • The Stats UI contains a new number to the right of KDR showing for the lack of a better name "Style Points"

Fixes:

  • Apparently nothing else was broken

Improvements:

  • The Interact (Info) UI contains better explenations and a typo or two. (@ me)
almost 4 years ago

Backend code changes and gameplay fixes:

Fixes:

  • Dying with ultimate enabled now no longer spawns you with 50 health isntead of the intended 25 (visual bug)
  • Hardscope indicator will now always render
  • Fixed a problem with the hardscope indiactor that caused it to always show for the enemy even when you're not aiming
  • Jump pads and Teleporter portals will now render correctly

Improvements:

  • Better efficiency in the code to reduce workload to below 180/255 on a full lobby to prevent rare 4 hour long lobby crashes
  • Can now set a bunch of common match settings from the first rule by turning on or off variables
  • Hardscope indicator is more responsive
  • Moved the version control text to a more out of the way location
  • Nano boost's effect now lasts 0.8 seconds longer to make up for the staggering sound and effects from nano and over-time damage effect to better suit the visuals
  • Re-wrote the No-Hardscope system to support toggle-aim players
    1. The new system gives hints to the user what's allowed and what isn't while preventing hardscoping. a. When the user zooms in for longer than 1.5s, a small on-screen message alerts the user about the limited scope time. b. When the user attempts to shoot more than one round while scoped, a small on-screen message alerts the user about the one scope shot rule and prevents the shooting
    2. With this system the user will quickly and clearly understand and learn the rules of "no hardscope" without automating the process or punishing the player.
    3. This system also supports toggle-aim users by not interfering with their ability to aim down sights
over 4 years ago
This code is over 6 months old. This might mean the code has expired and will no longer function.

Re-wrote the rendering framework for world-objects
Fixed a bunch of visual stuff
More efficient back-end

over 4 years ago
This code is over 6 months old. This might mean the code has expired and will no longer function.

Added version control
Added host message requesting nicely to check for new codes at the start of the game
Fixed an issue when you have high ping and toggle-zoom enabled with the scope timer

over 4 years ago
This code is over 6 months old. This might mean the code has expired and will no longer function.

Removed some high-ground jump pads to reduce interference with gameplay.
Added an extra portal entrance for lowground spawns for balancing reasons

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