This update is all about customization and tailoring things to your own preferences!
Custom Colors
While you could previously set your 4-color palette in options, you can now very easily switch your hero's color in the lobby by pressing down to cycle through all the colors.
Powerup Toggles
In Match Setup, you can now edit the list of powerups that can drop during the match. Standard tournament play should have all of them enabled, but for your own matches feel free to change it up!
Better GIFs
GIFs got a major overhaul for this patch. Aside from fixing some export issues for high-refresh rate monitors and high framerate PCs, they now export way faster for everyone. And the best part - there's a fancy custom end card showing your Steam name, the date of the GIF, and the winning hero for that replay. I'd love to see players from all over tweet their GIFs tagged #Invisigun. :)
Hero Balance Updates
As always, there are some hero tweaks as the result of the past few months of play, tournament analysis, and feedback from the community. Here are the most significant:
PROTEUS: Reducing the drone's pulse count to 2 made Proteus less viable and not able to capitalize in too many situations. Reverting it back to 3 puts him back in the competitive lineup.
CRONUS: He was just on the verge of having a difficult time controlling area, so a very slight increase in bomb drop speed (10 units/s to 12 units/s) was needed.
CARMEN: She was simply able to fortify too easily, and upkeep of her fort was too easy compared to the work needed by foes to chip away at it. For this reason, her simultaneous blocks has been reduced from 3 to 2, spam detection window increased very slightly (0.5s to 0.75s), and bumps to remove reflection reduced (5 to 3).
PHOEBE: A simple change, but Phoebe can't teleport again instantly after teleporting. This shouldn't affect her gameplan too much, but prevents an abusive edge case situation.
RONIN: He had very little risk to spam slashes while baiting and collecting shots in open lanes. For this reason, his spam count was reduced from 3 to 2 before he has a cooldown.
Full Patch Notes
This update is actually pretty massive, and aside from the main new features, there are tons of bug fixes (many of which should be much appreciated by the community), and quality of life updates. It's even more rock solid and many situations have been fixed, especially for online play and situations affected by latency. Here's the complete list:
New
UI: Player colors are changeable in the lobby for the match
UI: Available powerups can be customized in match setup
UI: Exported animated GIFs have an end card with the winning hero, date, and Steam name
Updates
PROTEUS: Scanner drone shock count reverted to 3 pulses instead of 2
CRONUS: Bomb drop speed increased from 10 to 12
CARMEN: Blocks take 3 bumps to remove the reflector shield instead of 5
CARMEN: Max simultaneous blocks reduced from 3 to 2
CARMEN: Spam detection time window increased from 0.5s to 0.75s after placing a block
PHOEBE: Phoebe can't teleport back for 0.25s after teleporting
RONIN: Spam count reduced from 3 to 2 slashes before cooldown sets in
GAME: Guardians deploy from powerup pickup position
GAME: Land Grab default time limit reduced from 150s to 90s
GAME: Birds will scatter from Aether's pound and Cronus' bombs
GAME: More heroes can reliably buffer the next shot during their ability
NET: Host join key is persistent for the entire game session if the region is the same
NET: Last client join key used is saved for the session
UI: Guardian shows an indicator over targeted players when they are visible
UI: Title & Invisigun electricity FX don't continue forever
UI: Initial player choice is consistent (always begins on Selene)
UI: Custom phrases show an indicator on the victory phrase dialog
UI: Changed training pause label from "Exit" to "Menu"
UI: Updated victory phrase character presentation
UI: Lobby hero selectors show a loading spinner until they're ready for input
UI: Improved some powerup icons
UI: Added some icons to options buttons
UI: Smoother and more accurate replays and exported GIFs
UI: Even faster animated GIF exporting
UI: Replay GIFs show connection strength for online matches
UI: Better mini powerup icons on the scoreboard
SFX: Updated map loading audio cue
GFX: Power shots have a subtle animation on the front of the projectile
GFX: Softer rolloff for lighting fx
Map Updates
The Conundrum: layout adjustments
Polar Express: minor tile swap, fewer ember spawns from the edges
Fixes
CARRIER: Fixed some bumping and positioning issues
SELENE: Selene can't evade scanner drone detection by jumping anymore
SELENE: Fixed not being able to buffer a shot after a double jump
CRONUS: Fixed issues with bomb trail timings when the game is paused
CRONUS: Fixed drop target stopping when bringing up the match menu during an online game
CRONUS: Fixed soot tracks sometimes showing up where a player was before stepping into soot
PHOEBE: Fixed proper destruction of projectiles teleported under mine carts
PHOEBE: Added some failsafe checks to prevent Phoebe getting shot immediately after teleporting online
PHOEBE: Potential fix for getting shot right after teleporting online
EPI: Fixed real Epi disappearing from spectator view & replays while ghost Epi is teleporting
EPI: Fixed possibility for remote client Epi to teleport to ghost's position on button mash
EPI: Fixed ghost Epi not leaving soot prints from Cronus' bombs
IRIS: More accurate powerup pickups while dashing online
IRIS: Fixed occasional failure for client dashes to work properly on remote connections
IRIS: Fixed occasional inability to dash through proximity doors
RONIN: Fixed some slash FX not showing up for remote clients
GAME: Fixed incorrect bot showing victory pose
GAME: Guardians could destroy the wrong shots if the original target was already destroyed
GAME: Fixed potential for mine carts to get stuck against some rocks
GAME: Fixed conveyor belt speed and player positioning due to physics timestep changes
GAME: Potential fix for projectiles sometimes stalling
GAME: Powerups don't repeatedly drop while the match is inactive
GAME: Fixed potential for projectiles to sometimes ricochet in diagonal directions
GAME: Fixed potential for two orthogonal projectiles to sometimes create diagonal cluster bombs
GAME: Fixed players not being able to get hit by their own split shots
GAME: Fixed players being invulnerable to their own cluster shots
GAME: Improved accuracy of cluster bomb spawn location
GAME: Fix for hitting your own resisted shots if walking into them with lag
GAME: Fixed an issue causing short stun times canceling existing, longer stun times
GAME: Fixed occasional possibility for players to be invisible during respawns or round resets
UI: Navigating back from Match Setup after arriving from Host a Match returns to Join Scene
UI: Fixed incorrect "up" controller label on player selectors in lobby
UI: Fixed traning pause menu input label when switching between keyboard and controllers
UI: Fixed spectator replay controls when switching between keyboard and controllers
UI: Fixed flickering UI elements on instant replay following export of GIF
UI: Fixed erratic replay lengths, playback, timing and GIF exports depending on device specs
1.6.25 update - 3 new maps, Italian localization, ability tweaks, & bug fixes!
The v1.6.25 patch is now live! Aside from plenty of bug fixes, the most notable tweaks include changes to Cronus and Proteus to bring them more in balance to the rest of cast, and some quality of life UI improvements. To round it off, check out the 3 all new Cerebrus maps created by community Cartographers, and enjoy 100% Italian localization!
New
Localization: Italian
New Cerebrus map: Summit
New Cerebrus map: Yinyang
New Cerebrus map: Polar Express
Updates
CRONUS: Bombs no longer show nearby player indicator
CRONUS: Bomb impact area powers up the longer the target is left out
CRONUS: Bombs briefly show the impact area when a target is marked
PROTEUS: Scanner drone shocks tagged players 2 times instead of 3
PROTEUS: Scanner drone re-deploy cooldown also applies to self-destruction
UI: Simplified lobby host info; better readability and presentation
UI: "Join Code" is now known as a "Join Key"
UI: Post-round scoreboard shows Steam nicknames
UI: Post-match stats table headers changed to icons for localization space
UI: Reduced controller vibration in some UI scenes
GFX: Better tile transitions in maps with very different adjacent surface types
GFX: Improved Selene's victory pose sprite
Fixes
CRONUS: Fixed an issue where the center bomb tiles spawned simultaneously instead of staggered
CRONUS: Fixed bomb trails damaging scanner drones by touching their scan radius
GAME: Fixed revealer carrying over to the next round
CARRIER: Fixed carrier ball interactions while players are teleporting
UI: Fixed being able to quickly back out of scenes while they are transitioning in
UI: Fixed "Player Disconnected" popups when remote clients try to join an active match
UI: Fixed spam cooldown indicator still visible when a player dies
UI: Fixed blank lobby region flag when joining a match in "ANY" region
UI: Fixed flag icon showing in lobby when connected via IP
UI: Long controller names are truncated in lobby player selectors
GFX: Fixed pit beasts sorting issues with sand piles
GFX: Fixed y-sorting of Beast Tamer coins
GFX: Fixed y-sorting of some fence posts on Ice Prison
GFX: Fixed map objects showing proper bump FX over network
SFX: Fixed music fade out when exiting challenge mode
Anniversary Sale ($4.95) & Online Tournament Tonight!
To celebrate the one-year anniversary of Invisigun Heroes' launch, it's on sale for a whopping 67% off for one week!
Online Tournament Tonight (2/8/2018)
Don't forget to join tonight's celebratory online tournament for fun & prizes. Signups are at 5:30pm (PST) and the tournament begins at 6:00pm (PST). For all the details, click here!
Anniversary Tournament in Los Angeles & v1.6.15 Patch
LA Tournament Tonight: Wednesday, February 7, 6pm - 10pm
If you're in the Los Angeles area, join us at Gallery Nucleus for a special one-year anniversary tournament with prizes including cash, art prints, pins, and soundtrack download codes! On the first Wednesday of every month, Gallery Nucleus hosts their Bits + Pieces gathering, and the tournament will be a part of that. It's free to the public, so come hang out and play games - including a wide assortment of tabletop. View the event info here.
v1.6.15 Update
This is mostly a maintenance & stability update with a solid amount of gameplay updates and bug fixes, but it does also include a new Cerebrus map. Enjoy!
New
New Cerebrus map: Back to the Future
Updates
RONIN: Slashed players will incur 0.25s of hard stun / push back, and 0.35s of soft stun
PROTEUS: Scanner Drone won't continue to shock dead players
PROTEUS: Next Scanner Drone has a 3s cooldown from the time the last was destroyed (if shot down)
CRONUS: Drop target movement speed increased from 0.17s to 0.15s per tile
CRONUS: Bomb hit time & lingering fire increased from 1s to 1.5s
AETHER: Ground pound hit window is active for 0.25s instead of 1 frame
GAME: Arx-515 teleporters are disabled for 1.25s while being used
GAME: Reduced visibility time after firing from 0.75s to 0.5s
GAME: Improved presentation of players visible due to Revealer powerup
GAME: Players are snapped to the nearest tile when firing perpendicular to movement
GFX: Removed FX when revealer ends, which had the potential to reveal real Epi's position
GFX: Clarified readability of some boundaries on Aqueduct
GFX: Powerup parachute drops are slightly transparent until near the ground
UI: Hero Profile demos properly show ability cooldown indicators
Fixes
EPI: Fixed cluster shots from ghost Epi breaking shields
CRONUS: Fixed target disappearing on clients after attempting a drop over a disallowed area
CRONUS: Better drop target local simulation and feel for remote clients
MAPS: Added missing fence posts around holes on Conundrum
GAME: Slightly increased physics step rate to prevent some fast-moving collision misses
GAME: Fixed bumping builder blocks destruction after the reflection shield is already gone
GAME: Fixed potential to get shot in your original spot after teleporting online
GFX: Fixed projectile collision visuals' positions due to high-speed physics
GFX: Fixed projectile collision visuals' positions on network clients
GFX: Fixed exported GIF speeds due to vsync differences
UI: Fixed occasional disappearing in-match pause menu
UI: Fixed Proteus hero profile demo
UI: Fixed insane speed when changing controller setup types using analog sticks
PREFS: custom config file will no longer be reset during updates (after this release)
PREFS: custom config file has option to disable fullscreen FX for strobe-sensitive players
The Cronus Update - Available Now!
The Cronus Update is now live (v1.6.1), with perhaps the most exciting content addition so far: a brand new hero! With the new Bomber ability, you can deploy a moving target and lock it in to call in a lethal airstrike. Cronus is all about area denial, flushing out opponents, and flanking while they are preoccupied. Here's the full patch teaser:
Addicted to military science, Cronus was a protégé of the great Tactical General Lunarra. "Keep your eyes on the skies, boys."
In addition to a new hero, enjoy the new planet Cerebrus with 7 new maps! This planet contains maps created by Kickstarter backers who donated at the Cartographer tier, and they were allowed to freely mix and match pieces from different worlds. Expect a little zaniness.
Last but not least, the game is 100% localized for Latin American Spanish (ES-419). I'm looking forward to new cadets. :)
New
New hero: Cronus
New planet: Cerebrus (Kickstarter Cartographers' designs)
New Cerebrus map: Temple Garden
New Cerebrus map: Triple Trouble
New Cerebrus map: The Four Seasons
New Cerebrus map: Aqueduct
New Cerebrus map: Ice Prison
New Cerebrus map: Cold Storage
New Cerebrus map: The Conundrum
Localization: Spanish (Latin American, ES-419)
Updates
UI: Added ability to change the game mode in the post-match menu
UI: Time-based game modes modifier increment changed from 10s to 5s
UI: Changed UI title font to support more localization glyphs
GFX: Cluster bombs match their owner's color
Fixes
UI: Fixed "FREE" resolution setting in windowed mode always reverting back to fixed sizes
UI: Fixed resolution / bluriness when using Alt+Enter to toggle fullscreen
Coming soon - The Cronus Update
In a few days, the Cronus update will drop - a brand new hero, the planet Cerebrus to house the new Kickstarter backer-created maps, and full Spanish localization! Stay tuned...
v1.5.70 - The Pumpkin Patch
Grab it now! This update includes 2 all new powerups (Cluster Shot & Guardian), as well as more game updates, fixes, and spooky content for this spooky season. Thanks to everyone for their continued feedback and support.
New Hero Coming Soon
The anticipated new hero is imminent. Stay tuned!
New
New powerup: Cluster Shot
New powerup: Guardian
Updates
GAME: Blizzards vary in intensity, with max intensity slighty reduced
MAPS: Adjusted Zone Control area on The Long Run
GFX: Updated frozen player visuals
GFX: More efficient pooling & performance for sprite trails (dash, jump, etc)
SELENE: Added a subtle jump trail
UI: Updated some sprites to reduce buzzing on contrast-sensitive monitors
UI: Updated discord URL to the verified official address: discord.gg/invisigun
UI: Minor update to Epi's character image
Fixes
GAME: Fixed being able to act on an already-existing shot after picking up Split Shot
The 1.5.50 patch is now live and the standout new feature is Steam friends support! This means that you can invite or join your friends to online matches, either directly through your Steam friends list, or within the game from the lobby menu. There is also better fallback handling for controllers and gamepads that aren't officially supported, so if your device didn't work before, chances are it will now.
As usual, there are plenty of balance changes as well to address the latest community feedback and input from high-level players. Aether has received the most notable changes, and is more cohesive and focused with care put into his risk/reward ratio. Here are the full patch notes:
New
NET: Join & invite your Steam friends through the in-game lobby menu or Steam friends list
GAME: Experimental fallback for unsupported controllers & generic USB gamepads
GAME: Added an achievement for completing the training
UI: Your Steam nickname will show at the top left of the title screen
UI: New lobby chat message: "I'm going to spectate this match."
PREFS: Set your own data export path in the "config.json" file in the game directory
Updates
GAME: The shield is only lost when dealt actual damage (not via stuns, Yeti breath, etc)
GAME: Lower chance of character repetition when choosing random heroes
GAME: More obvious shocked/soft-stun effect and audio
GAME: Bubble Suit removed
NET: Online play requires the latest version if there's an update available
AETHER: Aether is immobile for 0.3s after a ground pound
AETHER: Aether's spam cooldown increased from 0.5s to 0.7s
AETHER: Aether's pound has a circular radius of 2 units from his center
AETHER: Pound hard stuns for 1.25s
AETHER: Pound pushback force is uniform
CARMEN: Destroyed block rubble remains for 3s instead of 0.5s
PROTEUS: Tagged players are slowed more (multiplier changed from 0.65x to 0.45x)
PROTEUS: The Scanner Drone can't be self-destroyed while pulse-revealing players
IRIS: Spam allowed reduced from 3 to 2
EPI: Epi has an ability cooldown of 2s if the ghost is killed (no self-imposed cooldown)
UI: "Join Public Match" is now "Quick Match" with an icon update
UI: Searching for a public match in "Any" region is faster
UI: More fun title screen news
Fixes
GAME: Fixed projectiles having no velocity if split while being reflected
GAME: Fixed controller lockup in lobby when switching from previously chosen player slots
GAME: Fixed perma-visibility after teleporting while revealed
GAME: Fixed disappearing revealer if it's pursuing a teleporting player
GAME: Fixed possibility that a Beast Tamer pit beast could spawn outside the map
AETHER: Aether no longer gets stunned if walking into a player that he pounded
EPI: Fixed real Epi teleporting to ghost Epi if inputs are triggered twice in a frame
UI: Fixed some lobby UI initialization before an online match is created
UI: Fixed edge cases that could cause a client to be stuck "waiting for host" in the lobby
UI: Fixed pause menu "Return to Lobby" button for Challenge Mode
UI: Fixed color & bloom values in field guide
v1.5.20 - 5 all new maps, balance updates, bug fixes
I'm happy to announce that the latest patch is now live! There are many important balance changes, updates, improvements, and bug fixes contained here, so please peruse the full changelog below if you're interested in all the details.
New
MAPS: New Nemoris map: The Orchard
MAPS: New Glaciarii map: The Outpost
MAPS: New Arx-515 map: The Nerve Center
MAPS: New Arenae map: The Chasm
MAPS: New Craterus map: The Catacombs
UI: New lobby chat message: "Are you ready?"
UI: New lobby chat message: "Waiting for more cadets..."
UI: The scoreboard shows a progress bar while a player is waiting to respawn
UI: Redesigned the battle mode select interface
CARMEN: Destroyed builder blocks leave rubble for 0.5s that prevent new blocks in the same spot
Updates
GAME: Base reload speed increased from 0.5s to 0.75s
GAME: Resistance distance reduced from 5 to 4
GAME: Reload Speed powerup stack increased from 2 to 3
GAME: Updated death animation sprites to show Invisigun dropping
GAME: Respawn time for respawn game modes scales up with player count (4s, 5s, 6s)
GAME: Beast Tamer diameter increased from 3 tiles to 5 tiles
GAME: Zone Control default time reduced from 60s to 45s
NET: Split shots for laggy clients is more accurate to local projectile position
NET: Reduced some bandwidth usage
NET: Smoother player movement
UI: Added new victory phrases from tournament winner (Scaltra)
UI: Brightened player nicknames on scoreboard a little bit
UI: Achievements earned scene can be skipped
PROTEUS: Scanner drone movement speed increased from 6.5 to 7.5
PROTEUS: Scanner debuff time increased from 1s to 1.5s
PROTEUS: Scanner drone shock effects match debuff duration
PROTEUS: Scanner drone does not stop moving when shocking tagged players
EPI: Epi no longer fakes a step effect when toggling the ghost
CARMEN: Bumping blocks 5 times also damages them instead of just removing the reflector
AETHER: Projectiles in range are no longer damaged on the first windup frame
GFX: More color variation in bird flocks
Map
Updates
The Great Hall: Removed 4 trigger walls to open up channels into the center
Carte Blanche: Updated to have 2 carrier tokens at top & bottom centers
Fixes
UI: Fixed some color tinting issues with hero images
UI: Fixed cooldown indicator orientation for mirrored spectator rounds
UI: Fixed initial scoreboard values in time-delayed spectator mode
UI: Fixed time-delay icon showing up when there are no spectators
GAME: Fixed carrier starting positions on Red Rob's Border
GAME: Fixed carrier starting positions on Ring of Fire
GAME: Fixed head start visibility when host is spectating
GAME: Fixed stall if the round ended early while a host specator was in time delay
GAME: Fixed carrier token positioning while teleporting
GAME: Fixed zone colors being too washed out for bright color palette choices
GAME: Fixed soft lockup if starting a public online match after exiting challenge mode
PROTEUS: Fixed potential scanner drone movement due to nearby physics collisions
PROTEUS: Fixed scanner drone targeting behaviour for tags that are out of bounds
PROTEUS: Fixed edge case that could prevent drone destruction & cause double-shocking
AETHER: Fixed windup FX staying onscreen in profile demo
IRIS: Fixed dashing perpendicularly while moving between two tiles
IRIS: Fixed sorting of dash trail
IRIS: Fixed trim color tinting of dash trail sprites
PHOEBE: Fixed sorting of portals and zone control effects
AUDIO: Fixed chained audio events not compensating for spectator mirroring
AUDIO: Fixed match over audio cue playing early for delayed spectator matches
AUDIO: Fixed hard panning of audio cues at horizontal map boundaries
SYSTEM: Added fallback handler for corrupt stats data
SYSTEM: Added fallback handler for corrupt challenge data
v1.5 - The Spectator & Streamer Update
It's time for another BIG patch, once again bringing more fixes, map adjustments, balance tweaks, and two huge new features: Spectator support and Streamer instance support. I'm extremely excited about these in particular because they allow for exciting and unique match perspectives for viewers of live streams.
Spectator Mode
Simply join a lobby and don't choose a hero, and you'll be spectating that match! Spectators can choose to view the game as the players do - but also through a new visibility mode that shows invisible players as silhouettes.
Streamer Instance
Activate the "eye" button on the title screen to launch a second copy of Invisigun alongside the first - and it has a completely unique set of preferences. Coupled with spectator mode, this lets you participate in matches in the first game while streaming a separate spectator copy for your viewers in the second game. Public matches are time-delayed to prevent abuse, while private matches are real-time.
For an in-depth overview of a common streaming + spectating setup, check out LEmental's detailed overview here: http://steamcommunity.com/sharedfiles/filedetails/?id=1107056480
This hopefully opens up a whole new world of sharing the game's action with others, and I hope you enjoy the slew of other updates with the patch. Here's the full changelog:
New
NET: Spectator mode with visibility options! Simply join a lobby without a hero.
NET: Streamer mode lets you launch a 2nd game copy from the title screen with its own persistent preferences
UI: Rock paper scissors added to the lobby chat messages :)
UI: More game preferences are available in the match pause menu
UI: More game preferences are available in the training pause menu
UI: You can bring up the options/pause menu in online matches, but the match keeps running
Updates
UI: Fullscreen and window sizes change immediately rather than after exiting options
UI: Inputs are processed only if the game is in focus