The long awaited update has finally arrived, Colour Dance 2.0 is here! This update brings in a huge amount of changes that's been cooking for almost a year! Happy dancing!
General Updates
- Rebuilt the majority of the code from the ground up
- Reworked majority of game calculations and randomisations
- The timer is now displayed by a progress bar as opposed to a number
- Adjusted the timer formula
- The old formula is still accessible (see Configuration for details)
- This new formula is designed to make use of the later rounds
- Round interchange duration reduced from ~7s to ~2s (the time is given to allow players to reposition)
- While a colour is being selected, the "find a [colour] sphere!" HUD changes colour in a roulette wheel-esque way
- Colours that aren't enabled can appear in this
- Made several optimisations
- Increased the maximum number of rounds from 20 to 30
- Increased the maximum number of rounds for transforming maps from 15 to 30
- Added an innate cooldown on kill credit applying
- Players can now earn assists if they contributed to an enemy's demise but were not the last attacker
- Due to the complete rework of this mode and the increased maximum element count, the array rework has ceased
- The small message displayed upon death is now randomised
- Sphere radii increased from 3.1m to 3.3m
- This added generosity in sphere detection should allow scenarios where a player looks like they are inside to be counted
- Tiebreaker ignores this, keeping the 3.1m detection radius
- Added code snippet
Colour Updates
- Adjusted the spawn rate of colours so that a new colour is introduced every second round until round 10
- After round 10, a new colour is added until the base colour pool is completed
- Added Rose to the base colour pool
- Added Turquoise to the base colour pool
- The other colours aren't added normally due to the following:
- Black: too difficult to see in most scenarios
- Grey: practically invisible
- Lime Green: too similar to green
- Sky Blue: too similar to blue/aqua
- Violet: too similar to blue
NEW FEATURE - COLOUR BLIND MODE
Players who are colour blind can finally enjoy this gamemode with this newly added feature. When enabled, in-world texts
are created within each sphere for better identification. You may optionally choose whether the text is always white or match their parent sphere & adjust the size
Tiebreaker
- Added Orange, Aqua, Rose & Turquoise to the tiebreaker
- The colour layout is no longer set for each sphere
- Beforehand, tiebreaker had a specific layout for the sphere colours (sphere 1 would always be white, sphere 2 would always be yellow etc.)
- This now makes it so memorising where a sphere of that colour would be in the tiebreaker impossible
- Refined the tiebreaker's initialisation when no players are alive
- The game won't argue with itself anymore on start up, allowing for the spheres to stay as they were on the round players failed
- Removed the icon generated when starting the tiebreaker as the sphere colours now stay consistent
Configuration
- Although not available due to the Workshop Settings tab being disabled, this feature received an overhaul back when this version began production
- Refined some options for better clarity
- Merged "Custom Abilities" and "Echo Has Access To Custom Abilities" for easier use
NEW OPTIONS:
- Enable [colour]
- This option allows for you to optionally enable/disable additional colours not normally accessible. Please note that tiebreaker does not adhere to this setting
- Colours added this way are immediately added, regardless of the colour pool setting
- This will change in a future patch
- Colour Pool Mode
- This option allows for you to modify the way the colour pool works
- Progressive is the regular mode where new colours are introduced
as the rounds go on
- All Unlocked enables every colour from the getgo
- Random generates a random colour pool each time out of every colour
- Tiebreaker does not adhere to this setting
- Hero Modifications
- This option allows randomised hero sizes, voices or both for a more chaotic experience
- Display Ability Duration Bar
- Disables/enables the visibility of progress bars when certain abilities are used
- Colour Blind Mode
- Enables/Disables the Colour Blind mode.
- Selecting "White Text" causes the colour blind text to appear white
- Selecting "Matching Text" makes the text match the colour of the sphere it is defining
- Text Size
- Adjusts the size of the text for the colour blind mode
- Timer Formula
- Determines whether to use the original or new time formula
- Duration Multiplier
- Applies a multiplier to the timer (for example, setting this to 200% doubles the timer's duration)
Powerups
- Removed
- Players often would aim to get the powerups and end up dying as a result, making them not worth the effort. Additionally, though multiple reworks were conducted, none of them adequately addressed the issue without having too much of a power budget. As such, they have been removed. This feature may be reimplemented in the future.
Hero Updates
- With this new edition, a new balance philosophy has been adapted. Previously, heroes often were locked to having a limited portion of their kits in order to make them fulfill specific niches (e.g. Ashe specifically to slow enemies, Brigitte to knock enemies out of spheres). As such, heroes often felt very limited in their capabilities and feedback on the mode universally followed this. Additionally ability cooldowns were often turned up too long (specifically because of the slow round interchange periods) making the differences between each hero fairly minimal. This was further essentuated by the continuous toning down of knockback abilities, which resulted in them becoming particularly ineffective. As such, the following changes are geared toward making heroes more impactful as a whole through introducing more usable abilities, increasing their availability and overall improving their capabilities.
General
- Heroes with a custom effect that lasts for a specific duration now see a progress bar detailing the duration
- Reworked the way speed changes work:
- Instead of the newest speed change overriding the previous, they will be added onto each other and then applied
Ashe
- Dynamite cooldown reduced from 30s to 15s
- Dynamite fuse duration reduced from 30% to 20%
- Now has access to Coach Gun
- Cooldown is 20s
- Knockback on enemies is 50%
- Knockback on self is 100%
Baptiste
- No longer spawns in with armour
- Improved iField's use detection
- Reduced Regenerative Burst's cooldown from ~18s to ~10s
Bastion
- Overdrive generation increased from 700% to 720%
- Now has access to A-36 Tactical Grenade
Brigitte
- Increased Shield Bash's knockback from 200% to 220%
- Increased Rally's generation from 735% to 780%
- Now has access to Whip Shot
- Cooldown is 20s
- Knockback is 30%
D.va
- No longer has access to Defence Matrix
Doomfist
- Increased Rocket Punch's knockback from 45% to 50%
Echo
- Now has Sombra's and Tracer's limitations when duplicating those heroes
- Now has access to Baptiste's Regenerative Burst effect when duplicating him
- Flight cooldown reduced from 30s to 15s
- When duplicating a user of Last Word, her ultimate charge is set to 100%
- This allows her to actually use the move
Genji
- Deflect cooldown reduced from 40s to 20s
- Swift Strike cooldown reduced from 35s to 20s
- Now has access to Dragon Blade
- Refined anti-wall climb code
JunkerQueen
- Added support
- No longer has access to Carnage
- Jagged Blade cooldown increased from 5s to 25s
- Jagged Blade max recall time doubled
- Jagged Blade recall knockback reduced from 100% to 50%
- Ultimate generation increased from 100% to 675%
Junkrat
- Increased Concussion Mine's knockback from 30% to 35%
- Reduced Steel Trap's cooldown from 25s to 15s
Kiriko
- Added support
- Protection Suzu cooldown increased from 14s to 50s
- As a life saving tool, this ability must have a lengthy cooldown
- Ultimate generation (passive) increased from 100% to 650%
- Ultimate generation (combat) increased from 100% to 1000%
- Disabled Kunai
- Enabled infinite ammunition
Lucio
- Increased Soundwave's knockback from 38% to 42%
- Refined anti-wall ride code
McCree (Cassidy)
- Reduced Combat Roll's cooldown from 8s to 6s
- Now has access to Orisa's Last Word
- If Last Word would kill the last living player, then the user of Last Word wins
- No longer has access to Magnetic Grenade
- Last attacker HUD moved to other side of the screen
Mei
- Cryo-Freeze cooldown reduced from 30s to 15s
Mercy
- Increased Angelic Boost's effect by 20%
Moira
- Fade cooldown reduced from 15s to 10s
Orisa
- No longer has Last Word
- Now has access to Terra Surge
- Has access to Energy Javelin
- Has access to Javelin Spin
- INNATE: Orisa deals 25% knockback
- Due to the Orisa rework, her kit is usable for this gamemode. Orisa has the innate knockback reduction as custom game settings prevent modifying individual ability knockback
Pharah
- Now has access to Jump Jet
- Increased Fuel regeneration rate from 10% to 30%
Ramattra
- Added support
- No longer has access to Block (Nememis Form)
- Ravenous Vortex cooldown increased from 12s to 20s
- Nemesis Form cooldown increased from 8s to 20s
- Ultimate Duration increased from 3s to 4s
- Ultimate Generation (Both) increased from 100% to 625%
Reaper
- Reduced Shadow Steps' cooldown from 20s to 15s
- Reduced Wraith Form's cooldown from ~15s to 10s
Reinhardt
- Reduced Charge's cooldown from 35s to 20s
- Increased Charge's knockback from 0% to 50%
Roadhog
- Increased Whole Hog's knockback from 15% to 20%
Sigma
- Increase Accretion's knockback from 115% to 120%
Sojourn
- Added support
- Power Slide cooldown increased from 8s to 20s
- No longer has access to Disruptor Shot
- No longer has access to Overclock
Soldier: 76
- Increased Helix Rocket's knockback from 140% to 155%
Symmetra
- Reduced Teleporter's cooldown from 16.67s to 8s
- Increased Photon Barrier's generation from 785% to 850%
Torbjorn
- No longer has access to Suppression
- Molten Core speed reduction increased from 50% to 70%
Tracer
- Movement speed reduced from 100% to 92%
- This makes her base movement speed the same as every other hero
Wrecking Ball (Hammond)
- Increased grapple's knockback from 0% to 25%
Zarya
- Sphere Radar now matches the colour of the correct sphere
- The icon is now hidden in between matches to prevent tricking players into running toward the origin
Zenyatta
- Upon using Cosmic Warp, he is stunned for a very small period
- This is to remove any momentum the player might have at that moment
Map Updates
- Added support for the following maps:
- Workshop Green Screen
- This map functions fundamentally the same as Workshop Expanse
- Kanezaka
- This map comes with two transforming arenas
- Malevento
- This map comes with 4 arenas, the last being transforming
- Added arenas to the following maps:
- Lijiang Garden (Arena 2)
- Oasis Gardens (Arena 3)
- Ilios Well (Arena 2) [T]
- Eichenwalde (Arena 5) [T]
- Volskaya Industries (Arena 4) [T]
Bug Fixes
- Fixed a bug where a Baptiste would not get penalised for using iField on round 1
- Fixed a plethora of bugs where Echo could still use multiple custom abilities while duplicating a hero regardless of custom game settings
- Fixed an issue resulting in the border effect getting removed upon start up of the tiebreaker
- Fixed an issue resulting in Zarya's Sphere Radar icon from getting removed upon start up of the tiebreaker
- Fixed a bug where the powerup effect would become invisible upon start up of the tiebreaker
- Fixed a bug where a powerup could spawn while one had their effect still ongoing
- Fixed a bug where sometimes a powerup couldn't be collected
- Fixed McCree's health being higher than intended
- Fixed Symmetra's health being higher than intended
- Fixed Widowmaker's health being lower than intended
- Fixed a bug where Lucio's and Genji's jump buttons were disabled if they attempted to wall climb and landed too quickly
- Fixed a bug where Immortality Field's use detection wouldn't work in certain instances
- Fixed a bug where the game would incorrectly detect that Immortality Field was used in certain instances
- Fixed a bug where if a player joins after round 1 commences and selects a hero, they cannot see any spheres
- Fixed a bug where Tiebreaker could be announced twice
- Fixed a bug where forcing an arena wouldn't work on Volskaya Industries
- Fixed an issue where incompatible maps were enabled
- Fixed an issue where Sojourn, Kirko, Junkerqueen and Ramattra had significantly faster cooldowns than their competitors
- Fixed incompatibility issues with Orisa