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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

    1.     - 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)

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