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Patch Notes: 2.043
July 4th, 2022
GENERAL CHANGES/FIXES
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- Added ability to join a password protected server by pressing enter after typing the password (had to click Connect before)
- Added scoreboard handling to ignore kills and deaths that occur after a round ends (only counts during a round now)
- Added hotkeys for selecting weapons while in the gear swap menu
- Added automatic match result logging (can enable and access through the console) for team elimination matches
- Added 500ms delay before ending a round to handle kill trades and suicides (ensures it ends in a draw instead)
- Changed teammate name HUD display to default to on rather than off
- Changed the enemy visibility setting increment to 5m instead of 10m
MECHANICS CHANGES/FIXES
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- Added client-side extrapolation to player positions to help with longswording and make dodging more effective
- Added speed reduction of 15% while stressed (affects dodge roll, reel, burst, gassing, and total speed)
- Added speed reduction of 10% while reloading (if also stressed, then the reduction will only be 15%)
- Added 33% stress reward for all classes after killing an enemy player
- Added 20% stress reward for APG and TS when their attack is parried (it is 33% for ODM)
- Changed dodge roll to have a maximum allowed speed of 24m/s (was previously uncapped) and slightly reduced speed
- Changed player hitboxes to remain a fixed height above ground, meaning rolls and slides no longer 'shrink' the hitbox
BURSTING CHANGES
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- Added burst chaining stress penalty to gradually increase stress cost of rapidly chained bursts
- Added burst queueing to detect burst inputs while bursting and apply it immediately when the active burst ends
- Changed burst sustain durations to be more consistent (most notably shorter vertical burst durations)
- Changed bursts to be more responsive, especially when bursting in a direction opposite to your current velocity
- Changed bursts to preserve more acquired speed when the burst ends, particularly for forward bursting
- Changed hooked burst momentum preservation to allow for smoother swinging movement
- Reduced bursting speed limit from 28m/s to 26m/s (mostly affects a few initial acceleration frames)
- Adjusted burst gas costs to be slightly more expensive initially, but slightly cheaper to sustain
- Reduced backburst strength (affects all classes)
SWORDS CHANGES
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General
- Added poise cooldown after lunging of 0.2s
- Added crosshair coloring when poised for ODM: green when within lunge distance, red otherwise
- Increased animation transition speed from poise to lunge or parry to provide more rapid feedback
- Increased ODM stress recharge rate by about 20%
- Reduced ODM burst stress initial cost by ~5% and sustained burst cost by ~20%
- Reduced ODM stress recharge delay (how long before stress recharge starts) by about ~15%
- Reduced post-parry poise cooldown duration slightly (can poise sooner after a parry)
Attacking
- Reworked lunge to partially inherit momentum rather than applying max speed at all times
- Reworked lunge acceleration and speed
- Reduced total lunge duration from 0.8s to 0.65s
- Increased lunge maximum steer angle from 45 degrees to 60 degrees and increase turning speed by 2x
- Increased post-lunge speed preservation from 50% to 75% (keep more momentum after the lunge)
- Changed lunge to now auto-unpoise (cant keep it held down) to require manual repoising to parry or attack again
- Changed lunge aim assist to start weaker at max lunge range and get stronger with distance to target
- Changed lunge aim assist to not be applied if there are multiple targets available
Parrying
- Increased parry damage from APG single shots from 20% to 25%, and doubles from 50% to 75%
- Changed parries against ODM and APG to be based on looking at the enemy player and not the original attack direction
- Adjusted parry wait timings on the server to allow for more consistency in parrying
- Increased lunge offensive parry (clash) duration from 0.4s to 0.5s to better match the lunge animation
- Changed all parry windows to 0.3s (ie. all attacks are now at 0.3s)
- Increased sword throw parry angle from 30deg to 45deg (same as other parries)
- Removed speed slowdown after parrying so that momentum is now unaffected by the parry
- Removed the minimum distance requirement when parrying (was ~2m)
APG CHANGES
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General
- Added APG stress forgiveness for fully charged shots (no shot or miss stress penalty when fully charged)
- Added crosshair coloring when poised for APG: green when in both ranges, orange when in single range, red otherwise
- Changed APG to be unable to attack while stressed
- Reduced APG burst stress costs a bit, with sustain costs being slightly more reduced
- Adjusted APG burst stress costs to be slightly more expensive initially, but slightly cheaper to sustain
- Changed gun shot VFX to better match the actual gun shot behaviour
Attacking
- Reduced APG stress penalty for missed shots by ~15%
- Reduced APG double shot range from 20m to 12m
- Changed APG single shot hitbox to be smaller at close range and larger when near max range
- Changed APG double shot hitbox to be larger, especially at close range, and generally more consistent in size
- Changed double shot parry blade damage from 75% to 100% (guaranteed break)
SPEARS CHANGES
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General
- Added ping compensation for spear detonations to better account for the latency of the shooter
- Added a minimum simulated ping to spear firing and detonation of 80ms (so it always feels like you have at least 80 ping)
- Added 0.33s attack cooldown on being able to fire the opposite spear after an attack (after it detonates)
- Added crosshair coloring when poised for TS: green when past both min dists, orange when past single, red otherwise
- Changed spears to not be able to be fired when stressed
- Adjusted spear blast size growth to better match the vfx
- Reduced TS burst stress costs while sustaining by ~33%
- Improved spear detonation VFX to better match the actual size of the blast radius and have about 33% faster playback speed
- Changed spear detonation VFX to use a hemispherical shape when up against a surface
Attacking
- Increased spear charge time from 0.33s to 0.4s
- Adjusted accelerations to reach top speed faster (around when the min distance is reached)
- Adjusted single spear speed to work with faster acceleration (now is 90m/s)
- Reduced single spear blast radius from 7m to 6m
- Added minimum detonation time to double spears of 1.2s from the time the spear is fired (only applies when embedded)
- Adjusted double spear speed to work with faster acceleration (now is 125m/s)
- Increased double spear minimum travel distance from 40m to 60m
- Reduced double spear blast radius from 9m to 8m
- Increased spear blast duration (hit detection window) to be a lot longer, about 3x, to better match the vfx
BUG FIXES
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General
- Fixed being unable to jump while sliding
- Fixed resupply playing sfx and animation when the player steps outside the zone during the action (now immediately cancels)
- Fixed broken rotations when dodge rolling where the character would face the wrong direction during the roll
- Fixed a bunch of ping compensation issues
- Fixed a 100ms delay that was on the bursting animations (should play immediately on bursting now)
- Fixed player icons not appearing while spectating in infection while the visibility distance is at none
- Fixed some UI sound effects that were not playing when interacting with text input fields
- Fixed mouse scroll causing the free cam settings to change if used while the console was open
Weapons
- Fixed spears not detonating on the same frame they reached the max distance (was delayed until the following frame)
- Fixed throwing blade and spear impales phasing through players when passing through certain parts of the hitbox
- Fixed lunge aim assist targeting players through walls and obstacles (now requires line of sight)
- Fixed some parries wrongly failing because of incorrect player view direction checks
- Fixed spear ejection vfx not disappearing at the correct time
Menu/UI
- Fixed max players in server not updating when changing lobby settings
- - Fixed game mode and other settings sometimes getting reset to deathmatch when switching maps in the hosting menu
- Fixed lobby name filter causing searches to return nothing due to case sensitivity (name filter no longer affects search)
- Fixed weapon starting ammo amount in game not always matching what the hosting menu indicated
- Fixed score display for FFA wrongly considering spectator scores when determining position (1st, 2nd, 3rd, etc)
Get Roarks Attack on Titan Fan Game
Roarks Attack on Titan Fan Game
RAoT is a multiplayer, pvp-focused take on Attack on Titan
Status | Released |
Author | Roark |
Genre | Action |
Tags | 3D, Anime, Fangame, Fast-Paced, Multiplayer, PvP, Team-Based, Third Person, Unity |
Languages | English |
Accessibility | Configurable controls |
More posts
- Update 6 for RAoT is LIVE!Aug 27, 2022
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