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Update Log for 🔗 Switcheroo Deathmatch (18)

General changes

  • Updated HUD for the power-ups
  • Made small messages centered.

General update

  • Remove "Enable Tank Balance" settings, since now in FFA tanks have reduced HP, this setting is no longer needed.

Changes to Tank Balance setting

  • Now physically sets the max HP to be 70% of their normal health, instead of taking +50% damage.
  • Also sets Healing Dealt to be 70%, so self heals will restore less raw HP, but health pack heals are unaffected.

Previous version of Tank Balance also made health pack heals for less effective HP, this new system makes it such that Health Pack heals you for flat 75 or 250 health, while self heals like Roadhog's Take a Breather will heal for less raw HP, but still the same percentage of healing based on the max HP compared to original.

General changes

  • Made power-up icons larger and moved slightly up above the power-up orb.

New customisation

  • Enable Tank Balance: +50% Damage Taken for all Tanks (66% Effective HP).

With Overwatch 2 Tanks being overpowered compared to Damage and Support, tanks will need to be tuned down in FFA modes like this one. When this setting is enabled, all tanks will take +50% Damage from all sources of damage, effectively putting their effective HP at 66%. This also lowers effective self healing. This setting is turned on by default and can be turned off.

General changes

  • Fixed "Invalid Map" issue.
  • Added Route 66 to the map pool

Note that there will be Tank Balance changes soon, since Tanks are quite overbuffed in OW2. But right now there's a bug with setting max HP which prevents testing.

New setting: Max power ups per type

  • Controls how many of each power ups should appear in the map.
  • Range from 0 to 3.
  • 0 means no power ups appear in the game at all
  • 3 means there are 3 of each power ups in the game (total 3 units x 4 types = 12)
  • Defaults at 2 now
  • 1 is the previous version's number of power ups per type in the game

Previously power ups were quite difficult to obtain if the map is too big or there's too many players. Hopefully this change will make power ups a bit more common to get.

General changes

  • A HUD now shows when you have an Avoid Switcheroo active.
  • No more error messages for when you try to use Avoid Switcheroo but there's another one active.

Added Malevento

almost 3 years ago

Bug fix

  • Fixed a bug that Wrecking Ball couldn't teleport when grappling onto something. Now, Wrecking Ball's grappling claw will be briefly disabled during switching.

General changes

  • Default Power up respawn cycle reduced to 15s, for faster power ups cycling.
almost 3 years ago

New modes

  • Random Timer: Switcheroo happens at random time instead of a fixed time.
  • Hidden Timer: Switcheroo Timer is hidden from view.

Also some background changes how HUDs work (now uses local player instead of filtered array)

  • Reverted the Protected effect to be a Sphere now (used to be cloud)

Added Kanezaka to the map pool

General changes

  • Power ups now spawn on any of the map's spawn points.
  • Power ups now have a fixed 20s respawn cycle, and no longer scales with number of players.
  • Players will now receive proper environmental kill for causing another player to fall off the map.
  • Protected effect now uses cloud effect instead of sphere effect. As spheres were disrupting views.
  • The game's Switcheroo timer will now start 10s after the game started, so there's time for intro.
  • You can no longer use Avoid Switcheroo if you have an active Avoid Switcheroo in play
  • New custom settings: Power ups respawn cycle. Allows you to control how fast the power ups respawn.

Power-ups changes

  • Forced the power-ups to appear on the ground, so power-ups should no longer appear mid air.
  • Made it easier to pick up the power-ups.
  • Reduced power-up spawn vertical height from +/- 20m from a random player to +/- 5m from a random player.
  • You can no longer use "No Switcheroo" Power-up 0.05s before the Global Switcheroo.
  • Removed Workshop maps from the map pool.
    Felt that the game isn't suited for lack of natural cover, so I have decided to remove the Workshop maps from the map pool

General Update

  • Added icon on top of coloured orbs to show the power-up type.
  • Now shows your input binding for using Power Up, instead of the button to press.
  • Switcheroo time no longer pauses at the intro.
  • Turned off Inspector Recording, for some reason it was switched on.
  • Added workshop settings for time between Switcheroo and Success rate.
almost 4 years ago

New Power-Up

  • New Power Up: Avoid Switcheroo! Appears as Red orb.
  • When used, you are immune to getting targetted by Come Here Power-Up, and will not switch places in the next Switcheroo.
  • Effect lasts until the next global Switcheroo.

New maps

  • Added Workshop Island night mode.

Changes

  • Come Here will now respawn and despawn at the same time as all the other Power-Ups.
  • You will no longer see "Teleport Unstable..." message if you are dead.
  • For Workshop Island and Chamber, the Power-Up spawn position uses a different algorithm, so they do not spawn near the edge.
  • For all other maps, Power-Up spawn position range reduced from 30 blocks from any player to 20 blocks from any player.

Bug fixes

  • Fixed a bug that players can spawn with Come Here Power-Up.
almost 4 years ago
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