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Genre: Strategy, Indie

Invisigun Heroes

1.6.50 Update - Change colors, toggle powerups, better GIFs, & more!

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: Slightly reduced replay recording memory usage
  • 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:

https://www.youtube.com/watch?v=bKJIS1QdzQU

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: Improved map thumbnails (reflects game-lighting)
  • 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
  • GAME: Fixed resistance & diagonal shot interactions
  • GAME: More reliable slow-motion timing for end-of-round moments
  • AI: Fixed several path-finding errors for bots
  • AI: Fixed bots staying in place momentarily while soft-stunned
  • SELENE: Fixed buffered shots still firing when landing on another player
  • RONIN: Slashing a player shouldn't remove their shield
  • MAPS: Fixed asymmetrical issue on Snowergrown

v1.5.50 - Join & invite Steam friends, better gamepad support, and more!



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
  • IRIS: Improved dash feel & visual smoothness online
  • 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
  • UI: Notice when instant replays begin
  • UI: Miscellaneous UI presentation updates (logo, Invisigun)
  • UI: Most vertical menus now wrap around when selecting items
  • UI: Outlined some small labels for readability
  • GFX: Hero profile demos show silhouettes for invisible players
  • EPI: Real Epi matches the animations and facing direction of Ghost Epi 1:1
  • GAME: Proximity doors shots to jam reduced from 4 to 3
  • GAME: Proximity doors jam time increased from 8s to 15s
  • MISC: Guest Edition preferences are separate from full edition - some prefs may be reset

Map Updates



  • Pacmanesque: layout adjustments around the center
  • Split Decision: reduced the size of the sand pits
  • The Woods: positioning adjustments of boundary light shafts
  • The Thicket: Side paths created along left and right borders
  • Jungle Tomb: Entrances added to left and right edges of center
  • Edward's Snowed In: Removed snow patches under bushes and blocks
  • Carte Blanche: Removed top and bottom center mine carts
  • Chamber of Time: Removed center light shafts at left and right boundaries
  • X-Claim: Reversed polarity of two trigger walls to open up quadrant dynamics
  • Crypt Creeper: Opened up area surrounding powerups a bit
  • The Crate Divide: Opened up left and right channels a bit
  • The Great Hall: Trigger switches add to top and bottom centers
  • Dual Tracks: Moved spawn points out of the way of mine carts
  • Red Rob's Border: Created nooks in the top and bottom center regions

Fixes



  • UI: Fixed character images sometimes over-tinting in lobby selectors
  • NET: Fixed timing edge case that could stall a match if a client disconnects
  • EPI: Revealer will continue to reveal both Real and Ghost Epi for its duration
  • IRIS: Fixed her dash trail sprites sometimes facing the wrong way
  • AETHER: Fixed not being able to ground pound sand piles
  • RONIN: Fixed not being able to slash sand piles
  • PHOEBE: Fixed sorting of portal counter label with other objects
  • MAPS: Fixed up some collision issues with neon signs on Arx-515 border walls
  • MAPS: Fixed some doubled-up tiles on Crypt Creeper that caused extraneous bumping
  • MISC: Much more efficient memory allocation of video buffers, less resource churn
  • MISC: Fixed interaction between Split Shots and Resistance
  • MISC: Firing when walking halfway off a portal will not cause you to teleport again
  • GAME: Fixed shots not colliding with their owners after being resisted