Hey Clutchers,
We’re excited to bring you new patch update that includes combat overhaul, 2 new vehicles, the track improvements & more!
Here are the details of what’s new:
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[h1]Combat Overhaul[/h1]
[h2]Vehicle Armor[/h2]
[b]Energy and the Shield Ability has been replaced for Vehicle Armor to reduce active focus on defense, increase survivability, and allow players to focus more on offense and racing.[/b]
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[*] Incoming Abilities first damage and deplete Armor before hitting the player’s health pool
[*] Drive over Armor Pickups to replenish some Armor
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[h2]Ability Pickups[/h2]
[b]Ability Pickups give a semi-random Ability depending on the player’s race position. These abilities can help the player catch up or overtake, defend or attack.[/b]
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[*] Drive over an Ability Pickup to receive an ability in the [Right Face Button] slot
[*] The Ability will remain in the slot until use. The slot needs to be empty before a new Ability can be picked up
[*] Depending on the player’s race position they have a higher chance of receiving certain abilities
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[h2]Ability Targeting[/h2]
[b]Only Special Abilities can now be targeted and require a Lock-On to home to their target. Basic Abilities are now shot using dumb-fire only. This has introduced more skill expression and player agency in offense.[/b]
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[*] Targeting is now only for projectile Special Abilities [Up Face Button]. When a projectile Special Ability is available and off cooldown and a target is within range, targeting will automatically activate
[*] A Lock-On is established when having an opponent targeted for 1 second. Projectile Special Abilities shot during a Lock-On will automatically home towards the target. Shooting before a Lock-On will dumb-fire the projectile
[*] Dumb-firing shoots projectiles forward from the player’s vehicle. The projectiles will follow the vertical curvature of the road, going up and down slopes. This requires players to aim for targets using their vehicle
[*] Basic Abilities [Left Face Button] are now dumb-fire only
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[h2]Hit Boost[/h2]
[b]Hitting an opponent with Abilities now gives the owner of those Abilities a small speed boost, rewarding the player for the hit and giving the opportunity to catch up, overtake or stay ahead.[/b]
[h2]Speed Boosts[/h2]
[b]Speed Boosts now scale their intensity and duration depending on the player’s racing position, allowing players that are behind an opportunity to catch up. New speed boost sources have also been added.[/b]
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[*] Speed Boosts now scale their intensity and duration depending on the player’s racing position
[*] For Example: In first place a player’s speed boost might be active 1 second where in last it might be active 2.5 seconds
[*] Ability Pickups have multiple Abilities in their pool that provide a speed boost to the player
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[h2]Opponents Status Displays[/h2]
[b]Status Displays are now displayed above every opponent. Allowing players to make more informed combat decisions and providing hit feedback.[/b]
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[*] The Status Display shows vital information like the opponents Health (green bar), Armor (blue bar), and whether the opponent has a shield active (bars become white)
[*] Received damage is indicated in the Health & Armor Bars with orange nodes
[*] The Status Displays are visible within a certain distance of a player and when receiving damage
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[h2]Ability Balancing[/h2]
[b]General balancing changes have been applied to Abilities to improve competitiveness and the value of each Ability.[/b]
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[*] Projectiles can now destroy Ability Barriers & Mines. Mines will still explode on destruction
[*] Basic Ability cooldowns have been lowered and damage has been increased across the board
[*] Special Abilities cooldowns have been increased and base damages have been slightly increased
[*] Barrier and Mine abilities lifetimes have been reduced
[*] Null Barrier & Null Rounds no longer reduce Energy, instead now do additional damage to Armor
[*] Flame Wake DOT now applies only once, stacking damage (until a cap) and resetting its duration for each instance of the Flame Wake hit. Dealing low damage when briefly driving through the Flame Wake but rapidly building damage when staying within
[*] Sonic Boom no longer instantly activates but now has a brief windup, giving an opportunity to players with a shield and a fast reaction time to block
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[h1]Vehicles[/h1]
[h2]New Vehicle: Acid[/h2]
[b]A new Light Vehicle has been added to the game, the Acid. The neon-colored punk racer is ready to burn it all down.[/b]
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[*] Basic Ability: Photon Cascade. Fires a burst of 6 projectiles
[*] Special Ability: Flame Wake. Leaves a trail of flames behind the vehicle
[*] The Acid can be unlocked in the Garage for 1000 Credits
[*] The Acid has two sets of aesthetic parts to unlock in the Garage
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[h2]New Vehicle: Ramgrith[/h2]
[b]A new Medium Vehicle has been added to the game, the Ramgrith. The tough no-nonsense vehicle sporting a grenade launcher will blow its way through the competition.[/b]
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[*] Basic Ability: Plasma Grenades. Fires a burst of 5 projectiles
[*] Special Ability: Deaths Head. A projectile which will launch any target it sticks to after a short delay
[*] The Ramgrith can be unlocked in the Garage for 1000 Credits
[*] The Ramgrith has two sets of aesthetic parts to unlock in the Garage
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[h1]Tracks[/h1]
[h2]General Map Changes[/h2]
[b]Energy cell rebalancing and addition of ability pickups.[/b]
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[*] Energy cell placement was rebalanced to fit the new shield system
[*] New ability pickups were added to all levels
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[h2]Track - Rooftop Run & Rooftop Run Reverse[/h2]
[b]Harsh corners were adjusted, jumps made more forgiving, jumps upwards changed to a large ramp.[/b]
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[*] The hard corner at the start of the level was made easier by cutting off a part of the building
[*] Steep road upwards with jumps that would often result in cars falling off the track was transformed into a double road that allows lane switching
[*] The jumps from rooftop to rooftop were made more forgiving with added balconies.
[*] General fixes related to faulty collision, art, & gameplay
[*] Added barriers to prevent cars getting stuck at inopportune moments
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[h2]Track - Saltspine & Saltspine Reverse[/h2]
[b]Roads changed for better drifting, upper deck removed in the large corner of reverse.[/b]
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[*] Reworked some of the turns to allow for better drifting
[*] Road was smoothed out as there were issues with the angle causing bumps to form
[*] Upper deck of the big turn in reverse was removed as it caused issues with cars launching themselves off the track
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[h2]Track - The Strand & The Strand Reverse[/h2]
[b]Alternate road changed to merge with the main road sooner, roads changed for a better drifting experience[/b]
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[*] The alternate thin drift path was changed to merge with the main road sooner than it was before, the curve of the angle allows for better drifting
[*] The main road turn next to the beach was rounded out for better drifting
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[h2]Track - Twister & Twister Reverse[/h2]
[b]The large thin drifting corner was changed to be more consistent.[/b]
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[*] Changed the angle of the large thin turn to make it easier to drift along while keeping some challenge in doing so. Adjusted the road following the turn to facilitate this change
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[h1]Miscellaneous[/h1]
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[*] Fixed various Achievements not unlocking correctly. All Achievements now should be reachable
[*] Adjusted Scythe & Wasp vehicle handling to be more in line of how other vehicles handle
[*] The tutorial has been updated to inform players about the most important new features
[*] The HUD speedometer changes in color and slightly scales up depending on the vehicle’s speed
[*] The HUD Health & Armor bars become white when shielded
[*] The HUD ability icons become gray when the player’s abilities have been disabled by the Stinger ability
[*] The hitmarker now indicates when the player hit a shield with their ability
[*] Several ability icons have been simplified for better communication
[*] Ability icons indicate whether a projectile ability is targetable with a border
[*] AI opponents now generally use their abilities more effectively
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We would love to hear your thoughts on the new changes & improvements! Please use our [url=https://discord.com/invite/V87nBgqDgz]Community Discord[/url] to share your feedback and suggestions.
Happy racing,
The Cyber Clutch Team