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Update Log for Conquest | Destiny 2's Iron Banner in Overwatch (11)

Release 2.0

The classic Overwatch Domination/Control/Conquest mode returns better than ever! Featuring a new map in Kanezaka, an overhauled respawn system, and a new overtime system, Conquest still sports the same, arcade-style frenetic gameplay of old.

New Map: Kanezaka

Hailed as one of the best Deathmatch maps in the game, Kanezaka makes its debut into the Conquest map pool! Fight under the busy underpass, by the quiet shrine, or in the courtyard for control of the map, and remember to stop by the Cat Cafe!

Respawn System:

Following common complaints about how the default Team Deathmatch respawn locations are not predictable and can often lead to teams being split up, a new zone-based spawn location system has been introduced.

On top of locations being more determined, respawn timings have changed as well. By default, the game will now attempt to tweak respawn timings within a window to spawn teammates around the same time as each other. In addition with the new fixed respawn locations, this should allow a team who has lost a fight to properly regroup without being snowballed and staggered.

Full details can be found in the Respawns section of Technical Details.

New Overtime System:

A common complaint in Conquest 1.0 was that teams could often feel discouraged from trying if they were too far behind in terms of score, as it often became impossible to mount a comeback in this scenario. To address this issue, a new Overtime system has been enabled by default which requires that a team earn a Power Play to end the game before regulation time expires.

Developer Comment: This is a fairly new and experimental change. Initial playtesting shows this may be a bit too severe of a challenge for most teams, and a better replacement system will likely be taking its place in the future. However, many playtesters expressed that this option was better for most environments than the default score limit end condition, so this system will remain on by default until a replacement is developed.

Visual Updates:

  • Progress bars are now not scuffed, and don't take literally all my workshop element count like how that bully took my lunch money in 7th grade.
  • In-world zone visuals no longer use the same color in the zone letter and the percentage captured to increase clarity.
  • A warning icon will now appear on zones being captured by an enemy. This icon will appear even if the zone in question is not visible on the player's screen.

Other Changes:

  • Power Play now resets ult charge at the end to mitigate snowballing. This option can be disabled in the Workshop Settings
  • Internal systems overhauled significantly to reduce client-side load and to improve maintainability.
about 3 years ago

2.0 Beta 1

  • Added Kanezaka as a map
  • Changed center progress bar to look better
  • Reworked respawn system
    • Added new Static and Dynamic options for respawn locations, which attempts to ensure players are not spawned in the middle of enemy territory.
    • Added new Waves option for respawn timings, which attempts to ensure players spawn close together temporally.
  • Reworked in-world zone visuals
    • Zones will now display a red warning icon to players if the enemy team is capturing a Zone.
    • The capture percentage will now be colored separately to reflect which team is capturing the Zone, because having the percentage be the same color as the zone was confusing.

1.6.2 - Hotfix Update

Bugfixes:

  • Fixed a bug where teams could not earn a victory during Overtime.

Conquest Cup Hotfix Update

Power Play:

  • Prevented a race condition which would prematurely end the match at the end of Power Play even if there was regulation time remaining.

Gameplay:

  • Added a 0.5 second wait before actually triggering victory screen to allow killfeed and scoreboard events to trigger and allow players to process the events leading to the end of the game.

New Maps: Dorado & King's Row


Customization

Customization is now much easier through the new Workshop Settings tab!

Gameplay

  • Respawn prompt now displays which button to press to initiate respawn

Spectating

  • Added a HUD to display current zone control status to spectators

almost 4 years ago

Customization

  • Added the ability to customize respawn times, for ye are reborn... in about 8 seconds.

Zones

  • Prevented players using Doomfist's Meteor Strike or Mei's Cryofreeze from capturing or contesting zones.
    • Developer Comments: Abilities which provide full invulnerability felt extremeley unfair to play against when attempting to gain control of a zone. This change is meant to lessen that issue (it's also because I dislike Mei but don't tell anyone).

Bugfixes

  • Fixed a bug where if a team stepped off a zone right as another team stepped on, the zone would not properly update its state.
  • Fixed a long-standing bug where a zone could fail to properly track the number of players from each team if a player had recently spawned or switched teams.
almost 4 years ago

Version 1.5 Hotfix Update

  • Fixed a bug where players could end up respawning twice if they requested to respawn after the minimum respawn time had elapsed.

New Map: Ilios

Visit the ancient ruins, enjoy the view by the lighthouse, and sacrifice a soul to the deities of the pit!

Gameplay

  • Increased minimum respawn time 5s -> 8s
  • Increased maximum respawn time 10s -> 16s
    • Developer Comments: This change is intended to prevent fights from lasting for too long in the same location. Previously, players would respawn before fights could end and players could disperse, thus further prolonging the fight in the same location. Adding 3 seconds should allow for a team to win a decisive victory, thus preventing players from respawning too close by. If this change is not enough, custom spawn logic may be implemented in the future (but I really really really don't want it to come to that pls be kind with thy spawning algorithm Papa Jeff ).
  • Altered the bonus points HUD to be underneath the normal scoreboard and changed its contents to list the total number of points earned instead of just bonus points.
    • Developer Comments: This change is intended to make the gamemode more intuitive to new players, while also improving at-a-glance information available to players. Also, let's be honest, no one wanted to do the math of adding one to know how many points they'd earn per kill.

Customization

  • Added the option to enable adaptive capture rates (see Zones)
  • Added the option to disable Overtime (instead ending the game in a draw if both teams have the same number of points)

Zones

  • Locked indicators now show through walls to prevent confusion with certain zones having their centers inside map geometry.

Power Play

  • Forced players to take the fastest possible respawn during Power Play to prevent players from hiding in the respawn queue.
    • Developer Comments: You're here to fight, Guardian. So fight! A Power Play is meant to award the team who took the risk of capturing all 3 zones, and hiding in the respawn queue felt too cheesy.

Bugfixes:

  • Fixed a bug where players who had not yet spawned could sometimes contest/capture a zone. (But really, does anything truly exist?)

What's Next/Thoughts

  • Adding more maps! While it's fairly easy to add Control/KOTH maps due to their structure, I'd like to start adding more traditionally deathmatch maps such as Dorado. Blizzard World was definitely a good opener in that regard.
  • The ability to customize respawn durations is coming next patch. I've always intended for the game to be as customizable to the tastes of those hosting it as possible, and respawn times are certainly an integral part of any host's control panel.
  • Finally, huge shoutout to Seagull for playing my gamemode on stream! Love you dude seagH
almost 4 years ago

The Bug Report Mini-Update

Bug reports are now open! The share code lobby description has been updated to include a link to this page.

New Map: Blizzard World

Customization:

  • All parameters of capture rate are now customizable. Power to the people! (and the Power Play)
  • Updated comments to better explain each option and look f a b u l o u s in the process

Internals:

  • Homogenize naming of zones as zones (and not points). Silly coder, points are for players!
  • Added more comments to explain actions within the Workshop as part of an ongoing effort for better documentation. This effort isn't finished yet, but really is anything truly finished if (insert philosophical argument here)

Bugfixes:

  • Fixed a bug where players could fail to receive feedback for bonus points on earning an elimination. Gotta get that dopamine hit my dude.
  • Properly include flag icons in Zone HUD during Power Play. Homogenization isn't just for milk, you know.
almost 4 years ago

Initial release on workshop.codes. Glad to be here!

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