201701120403
Steam Build ID: 1565267
WiFi Controller iOS version: 1.20 (no change)
WiFi Controller Android version: 1.21 (no change)
Notes This update mostly fixes a nasty bug caused by the Teleport power.
Note that when you run the game it should show First Run in red text the first time you play the updated version.
Bugfixes
Fixed the 'frozen input bug' where sometimes players would move in a straight line from the start of the race and wouldn't react to controller input.
In exhibition mode individual player inactivity dropout routine causes freeze crashes, don't know why yet. So that's disabled for now. General inactivity timeout is still working as expected - resets to start screen when no controller input detected for a while.
Notes Most importantly we changed some network settings for the WiFi controllers and think this should make them less likely to disconnect.
Still fiddling around with the Teleport power. Now back to two presses. Similar to the Tar Bomb. We liked the idea of making the Teleport feel very smooth when used. Two presses seems not in line with that, but in tests no one figured out to hold the button to extend the length of your teleport. Now you at least see that nothing has happened before you press a second time.
Most fun change is that you can now use Rift or Gust or a 'simple' nudge to change the Tar Bomb's position after it has landed and before it detonates.
Bugfixes
Switched to a more forgiving QoS setting for WiFi controllers. Should mean fewer disconnects.
Fixed bug where new players could drop in behind lava flush, and hold up game progress.
Fixed bug where a gap would appear in player's trail when nudging.
Smoother transition away from 'match winner' screen.
Now really works on 32 bit Windows versions.
Fixed bug where using pause on the join screen could mess up the global timescale.
Changes
Teleport is back to two distinct presses to use
Once the teleport sequence is started, the direction of the teleport cannot be changed.
While timing down to detonate, tar bomb projectiles can be moved by using the Rift power or the Gust power or nudging.
Players drop out of match if inactive for more than 15 seconds during a race.
In exhibition mode, if there's no controller activity for 20 seconds the game resets to the join screen.
Fixed bug where goal was sometimes inaccessible because of lava.
Fixed bug where the display of power cells on a race map was sometimes glitchy.
Fixed bug which would sometimes create a spike artefact attached to a player's trail.
Fixed bug where sometimes a player would end up controlling two identical dots.
Player Guide URL fixed when accessed from pause menu.
Fixed bug where in rare cases the lava flush at the end of the race would behave strangely.
Changes
Now also works on 32 bit versions of Windows.
WiFi controller movement widget is roving now, to prevent player thumbs from accidentally slipping off (requires that players update their WiFi controller apps).
Added XInput mode toggle button to the pause menu. For users of Steam controllers and Steam Link. (NB. activating XInput mode restricts maximum number of simultaneously connected hardware controllers to 4).
Teleport works differently. Press and hold to 'expand' the teleport distance. Use stick to choose teleport direction (up or down the screen). Release button to teleport. NB. The steering of your dot is frozen while holding fire!
All achievements are implemented.
Player scores can no longer go below zero.
Players can no longer win the match by getting to the goal in 2nd place. (If a player needs two points to win, but only scores one point, that point is not added to their score).
P or spacebar can be used to toggle pause. Arrow keys and return can be used to interact with pause menu.
Players can make their dots Boop on the score screen.
Proportions on score screen are better for matches with not many players.
Cosmetic changes and optimisation for 'about to win' player trail decoration.
A quick update on our status
Hello! Thanks to everyone who's taken a look at Chalo Chalo so far. It's a big motivator for both of us to see it out in the world, being used by real players.
Thanks too to everyone who's had some issue and taken the time to let us know about it. With your help, we've caught some nasty bugs already, and we understand some hardware compatibility issues better now.
That first update will take us a bit longer to bring to you than we'd hoped. We needed to update the version of Unity we're using, that means we need to publish the next update at the same time as the next version of the wifi phone controller (to avoid a situation where the old phone controllers no longer work and there are no replacements!). So that takes a bit longer to organise than usual. We expect to be able to push future updates more easily.
We're excited about the stuff that will be in the next version; important bugfixes, some game-mechanical changes we've planned for a long time, and an improved phone controller.