v1.4.11 Update - full Linux support, bot improvements, and online fixes
The 1.4.11 update is now live! While this is mostly a maintenance update, there are a few notable things going on.
100% Linux
Linux users now have full online feature parity, which mostly means connections work properly when joining and hosting (for NAT traversal and/or relay servers). Also, a nasty black-screen bug for some Linux distributions when running in fullscreen is fixed. Thanks to all the Linux users for your patience, bug reports, and log files which helped tremendously!
Online sync fixes
Many positional and synchronization issues have been fixed when playing online, and this is especially noticeable at higher lag values. The last patch introduced a regression which unfortunately affected a lot of this, so it's all good now.
Bot improvements
The AI has been improved in many areas for bot traversal, navigation maps and pathfinding, decision making, and specific ability rules. Their development is an organic process, however, so I hope to continue to improve them with each future patch.
Here's the full changelog:
New
NET: You can search and join active LAN matches from the join menu
Updates
BOTS: Phoebe is smarter about potentially teleporting a shot into herself
UI: Added flag icons in region selections and lobby host info
UI: Added locale icons in options
UI: Some join UI layout adjustments
Fixes
NET: Fixed online case where Phoebe could fail to drop a portal where she teleports from
NET: Full online functionality restored on Linux, including NAT punch for direct connections
NET: Fixed some online connectivity issues on all platforms
NET: Fixed shots going through ghost Epi for remote players
NET: Fixed player positioning sync issues online
NET: Fixed some ability activations during teleportations with latency
GFX: Fixed case that generated incorrect blast barrier colors
GFX: Fixed black screen issue that occurs on some Linux configurations in fullscreen
GFX: Fixed some y-sorting issues with training room tiles
BOTS: Carmen won't try placing blocks while inside an igloo
BOTS: Proteus won't try deploying a drone while inside an igloo
BOTS: Phoebe won't try and place a teleporter inside an igloo
BOTS: Ronin won't try and slash Yeti breath
UI: Fixed scene transitions when spamming back/exit
AUDIO: Made metal surface footstep sounds more distinguishable from concrete
MISC: Fixed possibility for blizzards to remain active into the next round
MISC: Fixed scanner drone tags remaining in Proteus' profile demo
Now available in Japanese!
Full Japanese translation
Pleased to announce that Invisigun is now fully localized in Japanese as of the 1.4.5 update. Simply head into options and choose between "EN" and "JP" as your locale - no restart necessary. As more translation work gets underway, additional locales will be available in future patches. As always, full online play between regions is supported as your language preference has no bearing on your preferred network region.
35% off during the Summer Sale
Also don't forget to let your friends know that Invisigun's part of the Steam Summer Sale, and is 35% off for a limited time!
Here are the full release notes for version 1.4.5:
New
Localization: Japanese
Updates
Ping times displayed in the UI are clamped at maximum values
Fixes
Fixed default values for some UI text labels
Fixed handling of input during splash screen transitions
Fixed replay rewind audio cue stacking up on repeat
Epi does not flash when activating his ability
Fixed chat indicators briefly showing when quickly exiting the lobby
Fixed sorting issue with drone and blizzards
Fixed fade out of blizzard audio when replays are finished
Teleporters rewritten from scratch to address local & online issues
Fixed issues with teleporting while stunned or soft stunned
Fixed sorting issue with frozen players and powerups
Fixed players sometimes getting bumped when adjacent to a frozen player
Fixed positioning issues with frozen players and some collision edge cases
Fixed positioning of Full Version lock icon in main menu for Guest Edition
Fixed missing dust kickup FX while running & visible on clients
Fixed pause menu audio cues playing during replays
Reworked blizzard audio cue to fix some edge cases
Fixed Ronin's slash hitting his own frozen block
Improved keyboard input handling in join scene
Improved input validation when typing in an IP address
Fixed Epi teleporting if deactivating ghost while standing on a teleporter
Fixed pit beasts not receding from an adjacent Epi that has a ghost out
v1.4.0 - The Firmware Update
After a long period of hard work, I'm happy to release the 1.4 patch. The primary focus of the patch was to balance some abilities, but there are a slew of bug fixes and some cool new features as well!
Customizable color palette
Custom Colors: In the options screen, you can specify a custom set of 4 colors used by the players and all in-game effects (shots, disturbances, etc). These are local-only, so each client can specify and see their own preferred color palette. This is the first step towards better accessibility for color blind players, and in future updates I'll be working to ensure that viable color combos exist for the most common types of color blindness.
Ability balance changes
Aether: Aether's spam cooldown was slightly increased, and it appears after his first ground pound now instead of after two. It was previously too easy for Aether to pound twice with little-to-no escape options for the opponent, and this rewarded abusing his ability.
Selene: Selene's jump time has been slightly increased. Since she is invulnerable during her jumps, she would quite easily be able to avoid incoming fire without enough time for opponents to react to poorly-timed leaps. While the adjustment is slight (0.1s longer), it makes a difference in many situations.
Phoebe: While Phoebe is versatile she was somewhat balanced already. However, she could technically avoid dangerous situations infinitely, with no penalty, if she chose. While this didn't guarantee victory, it did mean that she could create stalemates until she decided to engage. The new limit of 3 teleports per portal ensures that she has to strategically place a new portal after using it a few times. Note that this doesn't apply to teleporting shots - that is still unlimited.
Proteus: Proteus' previous iteration had many issues, but what stood out in particular was the high versatility, lack of focus/identity, and overlap with Aether's ability. The drone could previously be used as a moving shield, a tracking revealer, and a mobile ground pound. While he wasn't exactly overpowered, it was too easy to abuse this versatility in many situations. The new Proteus design solves these issues and provides a more cohesive, fun, and unique ability that concentrates on the core of revealing opponents.
Special thanks to the Discord channel moderators who helped test, refine, balance, and brainstorm the ability changes - especially the Proteus change, which was a particularly difficult game design challenge. Thanks to all of you as well for following Invisigun on this journey! Here is the full changelog:
Balance Changes
Proteus: Drone reworked from the ground up
Proteus: Drone deployment time reduced from 0.4s to 0.25s
Proteus: Drone no longer automatically follows targets
Proteus: Drone reveals, slows, and tags players in range
Proteus: Drone provides distance and direction indicators on any tagged players
Proteus: Activating again will reveal & slow tagged players 3 times in a pulse
Aether: Activations before cooldown reduced from 2 to 1
Aether: Cooldown increased from 0.375s to 0.5s
Phoebe: Can teleport 3 times, then the portal is destroyed and must be re-created
Selene: Jump time increased from 0.5s to 0.6s
New
Choose your own character color palette in options
New controller support: Hori Fighting Commander 4 (Mac, Windows)
The options menu item shows an icon when it has new features
Lobby shows indicators when remote players are choosing a chat message
Updates
Security camera behavior improvement (prioritize new targets based on motion)
Security cameras track players slightly faster
Clarified shorthand units in the UI (like "s" for seconds)
Improved meteor trail visuals
You can quickly scroll through chat message selections by holding down the input
Scanner Drone trim matches owner's color
Run speed initial multiplier reduced from 1.4 to 1.35
Slightly adjusted ambient SFX compression during loud sounds
Updated scanner drone radius visuals
Added dev footnote to Sombr Studio splash screen
Tall weeds no longer slow down projectiles
Tall weeds rustle audio cue is at a lower volume when caused by projectiles
Adjusted options menu layout
Windowed resolution shows the actual sizes in options
Updated scanner drone audio cues
Security camera detection radius reduced to the immediate 8 surrounding tiles
Fixes
Fixed replay indicators showing up for dead players inside igloos
Fixed meteor drop speed compensation for frame rate
Complete sorting pass for everything in the game
Fixed code reflection error causing some log spam
Fixed ground pound damaging objects with trigger radii
Fixed proximity gate activation by bumping into an object adjacent to it
Fixed particles initialization issue with projectiles
Fixed failure to focus and remap keyboard layout controls in options
Fixed destruction of meteor particle trails on impact
Fixed post-match UI focus for Guest Edition hosts
Fixed Epi with Silent Steps making a fake step when toggling the Ghost
Fixed post-match map selection after a specific map is chosen from all planets
Selene is still tracked by a scanner drone while she is airborne
Fixed instances of deactivating the Ghost revealing Epi
Fixed bot information on player selectors while bots are joining
Fixed edge case that could sometimes prevent step FX from showing up
Fixed possibility for players to push through each other after repetitive bumps
Fixed Bubble Shield incorrectly preventing soft-stun in non-bump situations
Fixed remote clients being able to spam the ready input before a round
Fixed cases where bots could still fire while frozen
Fixed case where the wrong bot could sometimes earn a point in Challenge Mode
Fixed cold breath effects vertical position on Glaciarii maps
Fixed some UI text layout issues with menu items
Fixed animated spinner graphic in post-match waiting-for-host UI
V1.3.14 update - Bubble Suit, Resistance, and more!
Version 1.3.14 is now live with 2 new powerups: Bubble Suit and Resistance. There's a bunch of other updates and fixes to come along with this, so please enjoy these lengthy patch notes. Have fun! :)
New
New powerup: Bubble Suit
New powerup: Resistance
Connection strength indicators added to player lobby
New player lobby UI layout
Updates
Credits music track updated to match final release
Removed "Exporting replay" net message
'custom_phrases.txt' is now stored in ~/Invisigun Heroes/
Custom phrases has its own options panel with more clear instructions
SFX adjustments in options plays shot sound for reference
Any player can export a replay GIF (not just the winner)
Replay is viewable during GIF export
Removed Ability Recharge powerup (unbalanced)
Pressing submit again will locally dismiss your lobby message right away
Split shot is limited to a stock count on pickup, but stacks with no cap
Base resolution changed to match aspect ratio of 16:9 (screen options will be reset)
Better sprite sorting for composite objects (powerups, security cameras, minecarts)
Builder blocks at spawn positions will be destroyed if a player respawns into them
Added version update warning when hosting a match
Run speed initial multipler increased from 1.25 to 1.4
Run speed max multiplier increased from 1.5 to 1.65
Fixes
GE: Fixed some options resetting when returning to match setup (bots, etc)
Text indicating bots will join only show up on appropriate number of lobby slots
Fixed respawning of final sudden death players that are dead when it starts
Fixed NAT punchthrough for direct online connections with Mac hosts
Fixed some pixel scaling artifacts on ready indicators
Ping calculations and connection strength UI are finally fixed!
Fixed UI transition issue in Field Guide when spamming Back button
Fixed issue preventing Selene from double-jumping in close proximity to a projectile
Fixed pausing & resuming of some long sounds when the game is paused
Fixed slow down / speed up replay input labels for keyboard players
Fixed real Epi getting hit by Yeti breath and ghost Epi shots
Fixed Aether's windup effect playing when he's inside an igloo
Fixed a few igloo sprite clipping issues
Fixed dismissing a dialog in lobby also applying input to player selectors right after
Fixed shield appearing for a single frame when activating Ghost Epi
Fixed input spamming issues with lobby chat messages
Fixed Epi visibility when disabling Ghost during lightning
Fixed real Epi's shield showing up for one frame when visible Ghost is deactivated
Fixed real Epi being revealed if deactivating a Ghost under a Scanner Drone
Fixed lobby chat messages sometimes not hiding
Fixed replay hidden indicators inside igloos when players are visible
Fixed ready indicator UI glitch on initial visibility
Fixed builder block creation audio cue inadvertently playing in some cases
Fixed network port resetting to 7777 for IP games after playing matchmaker games
Big news! Free Guest Edition, v1.3 update, 5 new maps, 4-pack discount, and soundtrack release
I've been working hard since the last release on a ton of updates, including some exciting community-focused features. Thanks to everyone who offered suggestions and helped with the ongoing alpha tests!
FREE Guest Edition
I'm happy to announce that a FREE Guest Edition download of Invisigun Heroes is now available for a limited time. GE players can host and join matches, including playing with friends who own the full version. Some features and content are limited to the full version, but there has never been an easier way to try the game and join your buddies.
Invisigun Heroes is now available on the Humble Store in both standalone and a discounted 4-pack, which is essentially buy-3-get-1-free. Combined with the free Guest Edition, it's a great time to try everything out with a group of friends.
Official soundtrack released
The official soundtrack by Paper Sound is finally released! If you are a Kickstarter backer at the reward tiers that included the OST, your download codes have already been sent out. If you are new to the game, enjoy the pulsing ambient soundtrack that you've come to love in the game with high quality, 24-bit masters.
v1.3.0 update
Along with all of this goodness, version 1.3.0 is now live. Featuring 5 all new maps, this is a big update that also includes a huge list of balance updates and bug fixes. Many online and networking edge-cases have been fixed for a much more polished experience. Thanks everyone, and have fun!
New
New: Guest Edition lets your friends play free
Send pop up chat messages in the player lobby
New Craterus map: Dual Tracks
New Arenae map: The Great Hall
New Nemoris map: Jungle Tomb
New Glaciarii map: Snow Chute
New Arx-515 map: Vomitron
Added a master volume audio option
Master volume for new installations is set to 70%
Master volume can be adjusted in training & match pause menus
Updates
Conveyor belts have a new metal footstep surface sound
Tall weeds will slow projectiles
Survival defaults to 4 rounds instead of 5
Challenge mode is 2, 3, and 4 rounds for Easy, Medium, and Hard respectively
Updated credits scene music track to final OST version
Updated some credits
Instant replays have a "Visible Replay" label
Player lobby selections are made using the Fire button only
Epi's ghost shot stun reduced from 0.35s to 0.2s
With a Shield powerup, hard stun time is reduced from 0.33s to 0s
Steam vents have a metal footstep sound
Added random planet selection UI transition in match setup
Clarified input controls displayed on lobby player selectors
Reduced music volume default mix to 80% for new installs
Adjusted UI transition audio blips
More dynamic and flexible news tidbits on the title screen
Updated the random planet & random map icon
Instant replays show the game version
Random map shows the set size in the player lobby
Fixes
Fixed weeds not interacting with projectiles on clients
Fixed missing shield indicator on real Epi with active ghost Epi
Fixed real Epi with shield dying on projectile impact with active ghost Epi
Fixed Ronin slashing real Epi having no effects aside from deactivating ghost Epi
Fixed missing zone on Snow Country for Cold Men
Fixed double selection arrows on map selectors when random is chosen
Fixed some pixel-scaling issues with popcorn text and ready indicators
FIxed missing mine cart tracks near lava on Firewall
Updated Rewired input manager to 1.0.0.112
Fixed audio spatialization of trigger walls and meteors in Field Guide
Fixed general dialog box focus issues
Fixed post-match disconnection dialog focus on client when host disconnects
Fixed disconnection state if client has no players when the match starts
Fixed client stuck in joining state when host has disconnected at the same time
Fixed proper client disconnection if moving into lobby as host moves on to match
Fixed conveyor belts sometimes playing improper footstep surface sound
Fixed players getting stuck on teleporters after teleporting with laggy connections
Fixed empty in-game changelog
Fixed an issue that could affect saving and loading of external data files
Fixed y-sorting issues with a lot of small effects (dust puffs, etc)
Fixed footstep sound inconsistency on mine cart tracks
Some minor Field Guide description edits
Fixed possibility of mine carts shaking a bit when at rest
Fixed Epi triggering surface effect where he stands on ghost toggle
Fixed Epi triggering surface effect that is under an occupied tile on ghost toggle
Fixed trigger walls colliding with players when stepping on a switch adjacent to them
Fixed position-on-death issue after real Epi activates a Ghost on a conveyor belt
Fixed footstep sound effects sometimes playing when Match scene is transitioning out
Fixed Challenge Mode post-round UI progress bar values for bots
Fixed net synchronization of Epi's fake step on ghost activation & deactivation
Fixed Selene being able to jump over Yeti caves
Fixed proximity doors remaining open due to presence of dead bodies
Fixed y-sorting conflict between powerups and gold inside mine carts
Fixed security camera audio still playing after it has been destroyed
Fixed continue audio cue not playing on clients in lobby
Sudden death in Deadline works properly (next kill wins, no more timer)
Invisigun at SXSW Gaming
We'll be exhibiting Invisigun Heroes at the SXSW Gaming festival in Austin, from March 16th to 18th. It's nominated for a Gamer's Voice award in the multiplayer category, so come check us out at booth 1832 and vote! :)
We'll be out of town for a week or so, so if you have any support questions or immediate needs, please check the official wiki or the discord channel. Thanks!
Update v1.2.0 - Tons of map adjustments
Version 1.2.0 is now live, with TONS of map adjustments and layout changes based on community feedback (as well as some bug fixes and continuous general improvements). The goals were to address any map balance issues, dead zones, and problem areas, and I hope you enjoy all the changes. :)
Updates
Reduced the contrast in some city floor tiles
Added "Mechanics" section to the Field Guide
Improved respawn logic to prevent spawning near players
Adjusted audio center point offset in Hero Profiles and Field Guide
Added Blast Barriers to the Field Guide
Added Soft Stun to the Field Guide
Added Hard Stun to the Field Guide
Added Ability Cooldown to the Field Guide
Map Updates
Layout adjustments to Lock Down
Layout adjustments to Big Brother
Layout adjustments to The Warehouse
Layout adjustments to Urban Garden
Major layout adjustments to Quadriplex
Quadriplex renamed to Teleplex
Layout adjustments to Convey-or-Die
Layout adjustments to Plutonium Pass
Layout adjustments to Quarantine
Layout adjustments to Overstalked
Layout adjustments to Sand Trap
Layout adjustments to The Wine Cellar
Layout adjustments to The Walls are Alive
Layout adjustments to Cerebral Prison
Layout adjustments to X-Claim
Layout adjustments to Shifty Eyes
Layout adjustments to The Crate Divide
Layout adjustments to Abandoned Mine
Layout adjustments to Red Rob's Border
Layout adjustments to Carte Blanche
Reduced max embers on Fire Carter from 10 to 6
Layout adjustments to Ring of Fire
Layout adjustments to Firewall
Layout adjustments to Ruins
Layout adjustments to Choke Point
Layout adjustments to Let it Go
Layout adjustments to Snow Country for Cold Men
Layout adjustments to Snow Your Enemy
Layout adjustments to Snovergrown
Layout adjustments to Taken Atoll
Layout adjustments to Edward's Snowed In
Layout adjustments to Trailmazer
Layout adjustments to Tunnel Vision
Layout adjustments to Cold Town
Layout adjustments to The Long Run
Fixes
Fixed hidden electricity animations on Invisiguns in UI scenes
Fixed issue with teleporter not repeatedly working if landing on it with Selene
Fixed instant death when shooting next to a falling sand pile (online)
Fixed another issue allowing Phoebe to teleport the sides of split shots
The replay indicator is hidden while a player is teleporting
Fixed Iris' dash trail being visible inside igloos
Fixed scanner drone seeking audio not playing on remote clients
Fixed push-back on Carmen's block causing a tile bump behind the player
Added missing tile bump audio cues in Field Guide
Fixed Yeti entering/exiting sound in Field Guide when not in focus
Fixed Real Epi not being able to collect powerups where he stands
Fixed Epi's profile demo
Big update is now live - v1.1.1
The 1.1.1 patch is now live! This includes a huge list of matchmaking improvements, updates, and bug fixes, with way too many to list here. You can view the full release notes below or just visit the "Changelog" menu within the game's title screen. Thanks for your patience and support. :)
Matchmaking Improvements
Full and ongoing matches are properly omitted from searches
Player setup UI has a new indicator to show the number of remote connections
UI notice in lobby when clients are waiting for the host to return
Host Match button added to online menu
Host Match from online menu defaults to allow remote players, random planet & map
Joining a public match will continue to search for a match until canceled
Removed "BEST" region selection
Added "Any" region selection, which searches all regions for a match
Regions use full names instead of abbreviations
Join codes are shorter and use hexadecimal digits
Join codes can be used on public matches as well to join a specific match
Player setup UI updated to reflect new join codes and private status
Remote players option simplified
Clients see region code in the lobby when connected to a host via relay
Updates
Steam trading cards, badges, emoticons, and backgrounds
Less repetition when choosing random maps, persistent between sessions
Spawn points are moved off the cart tracks in Carte Blanche
UI indicators if you haven't visited Hero Profiles or the Field Guide
The Discord URL in the join UI is a button that opens a browser window
Victory phrases are synced online (unless host is using custom phrases)
Simplified and clarified hero ability descriptions
Toggle-options don't play two different audio cues
Added ability to toggle vsync in options
Bumping in the tutorial doesn't fail you, just gives you a notice
Updated introductory tutorial text to call out skipping
Ronin's Hero Profile demo now also demonstrates going through incoming fire
Carmen's Hero Profile is changed to show effect of shot reflection
Full release and beta builds check for different update statuses
Epi is soft stunned for 0.5s when the ghost is killed
Reverted drone/Epi fix
the drone will not target real Epi if ghost is out
Phoebe's initial teleporter is dropped where she stands
Improved jump and dash responsiveness with online latency
Countdown to ready in network matches up shows for local players too
Epi's Hero Profile demo demonstrates non-lethal ghost shots and ghost getting hit
Improved general online movement responsiveness
Removed small "X" icon from cooldown indicators
Updated shooting range target sprites in training
Smooth ready indicator transitions
Fixes
Fixed broken reference to 64-bit Linux executable
Fixed a grid movement network sync issue
Fixed issue that would sometimes prevent interaction with dialogs
Fixed missing audio cue on clients when players lock/unlock their selections
Frozen players were not counted in Zone Control
Fixed issue where Pit Beasts could not sink into the ground on remote clients
Fixed getting stuck in a builder block at the end of a conveyor belt
Fixed split shots colliding with themselves after being teleported
Fixed occasional failure to respawn during online matches
Fixed input disabling during respawn
Fixed y-offset of players when bumped onto a conveyor belt
Fixed proximity doors closing momentarily when nearby players are stunned
Fixed occasional non-collision between a reflected shot and an incoming one
Fixed Ronin's slash power level decreasing when splitting a shot
Fixed issue resulting from canceling a join and then connecting again
Fixed y-sorting issue with shield/reflector indicators
Fixed real Epi's replay indicator visibility when in ghost mode
Fixed Selene being able to jump into/out of igloo doors sideways
Fixed Ronin's slash capturing projectiles through corners
Fixed Carmen being invulnerable to shots reflected off her own blocks
Fixed controller issue with readying up too early after entering the lobby
Fixed real Epi being stunned instead of just revealed when ghost is killed
Fixed sometimes not being able to move perpendicularly after bumping an object
Fixed Selene "rolling" through sand pits and on conveyor belts
Fixed proximity doors not functioning properly in online matches
Fixed text clipping / scaling issues within ready indicators
Fixed proximity door lights overlapping cooldown indicators
Fixed ground pound and drone detonation not damaging open doors
Fixed door health when unjamming after being hit while jammed
Fixed proximity doors opening when bumped from an adjacent wall
Fixed active option selections when navigating back and forth in setup screens
Fixed Ronin's slash not stunning Yeti in some situations
Fixed general collision issues with Yetis
Fixed Ronin's slash appearing while inside igloos in some situations
Potential fix for all action-after-death scenarios
Fixed UI option items showing double arrows in initial states
Fixed y-sorting with Selene's jump shadow
Enforced network sync of cooldown indicators
More reliable network sync of disturbance/footstep effects
Fixed missing rain ambience audio in some maps
Fixed missing cold breath on Edward's Snowed In
Fixed cyclical teleporter loop issues over network
Fixed cases that could cause repeated bumping when walking into objects
Fixed some lighting and sprite sorting issues in the tutorial
Fixed issue with Carmen getting stuck in or passing through her block with lag
Matchmaking issue that is limiting search results
There is an issue with the current build that is severely limiting the potential to join open matches that are not full or haven't started yet. This is one of the main reasons that people can have trouble joining online matches.
If a match is full of players or has already started, it is not properly being delisted from the matchmaker, which means it is returned as a valid match to join when searching.
This is the highest priority at the moment and I'm working on getting it resolved asap. Thanks for your patience!
EDIT: Just a quick note to clarify that private servers are fully functional and are an easy way to reliably get a match going with friends, or with other players in the public Discord server: https://discord.gg/ycEhg2Q
Linux public & private server fix coming soon
Version 1.0.1 has an issue with public and private servers for Linux, and the fix is beyond my control as it relies on a 3rd party tool. I am working with them to identify the issue and will have it up and running as soon as possible.
Please note that everything else in the Linux build works properly - full local features, and direct IP connections for online play - and Windows and OS X are unaffected by this. Thanks for your patience. :)