[h1]Greeting honourable RUMBLE fighters![/h1]
We're finally back with another game update. After a few weeks of encountering strange and unexpected issues, we have finally managed to stabilize the new set of changes.
[h2]Shiftstones[/h2]
Taking the feedback we received from you guys on our Shiftstone Feedback Form, we went ahead and reworked the least liked Shiftstones.
[b]VIGOR STONE[/b]
The Vigor Stone no longer passively heals you. It still has healing properties, but now in order to heal you will need to play an active role in combat. Every time you hit your opponent, you will have
6 seconds worth of time to hit them again. If you can get up to a total of 5 points of damage dealt before that timer ever reaches 0, you will regenerate 2 points of health. If the timer does reach 0 before you can land a hit again, you lose all of your built up damage and have to restart from scratch. And yes, hitting your opponent with a grounded wall, which deals 5 points worth of damage on it's own will instantly proc the heal.
[b]STUBBORN STONE[/b]
The Stubborn Stone's passive knockback reduction is gone. Now it provides roughly half a second of complete knockback negation after performing a Dash or a Jump. During this time you will also take a single point of damage less than you would've normally.
[b]SURGE STONE / ADAMANT STONE[/b]
The Surge and Adamant stones used to activate under a certain health threshold, this is no longer the case. Their respective buffs now activate for a variable amount of time whenever you land a hit on your opponent. The stronger the hit, the longer the buff remains active. So hitting someone with a wall structure will give you a much longer window of opportunity to take advantage of your +1 damage dealt or -1 damage taken than hitting someone with a ball structure would.
A small change was also made to the Guard Stone, where blocked structures no longer break, allowing you to quickly retaliate or use it as a shield. We hope these changes are to your liking, and we can't wait to see the creative ways you'll come up with to take full advantage of these stones.
[h2][u][b]RUMBLE Playtime Survey[/b][/u][/h2]
We are well aware of the low amount of players that are online at certain times. While we suspect this issue may never [i]fully[/i] be resolved as the majority of multiplayer VR-only titles suffers from this, we are actively looking into ways to make it [u]less of a problem[/u].
While gathering a larger amount of players is of course an obvious solution, one we are always working towards, we believe another way to get more online activity is making the game more attractive to play for people who already own it.
We'd very much like your thoughts on what you believe would make the game more appealing for you, regardless of how much or little you play currently. So we've prepared a new Google Form, it's [i]very[/i] short, and can be found here: [b][url=https://docs.google.com/forms/d/e/1FAIpQLSdwpVOpmELKN9-cslB7Bq05IhqOx54OczhNt6ruALqFuOlgfw/viewform?usp=sf_link]The RUMBLE Playtime Survey[/url][/b]
We'd very much appreciate anyone who can spare a few minutes of their time to fill out the form, as it can help shape the future of the game for the better. Thank you.
That's all for today, thank you so much for playing, we hope you enjoy today's update!
[i][h3]RUMBLE Version 0.3.5 Patch Notes[/h3]
[b]CHANGES[/b]
[list]
[*]Modifier-type moves can now be performed while in a knockback state.
[*]The pose requirements for the "Rockslide" move, or dash have been made slightly more strict.
[*]The pose requirements for second pose of "Spawn Ball" have been made slightly more strict.
[*]The Guard Stone has been adjusted. Its knockback reducing property has been increased, and structures no longer break when they are blocked. It also forms an actual circular shield in front of the user now.
[*]The Stubborn Stone was reworked. Passive knockback reduction has been removed. Now for a brief moment after Jumping/Dashing, all knockback is negated upon getting hit and damage taken is lessened by 1 point.
[*]The Surge stone was reworked. Its previous damage increasing property now activates when you land a hit on your opponent instead of when you're below a certain HP threshold. The duration of this effect depends on the amount of damage dealt, the stronger the hit, the longer the effect is active.
[*]The Adamant Stone was reworked. Like the Surge Stone, the Adamant Stone's damage reducing effects now activate when you land a hit on your opponent, with the duration of the effect being dependant on the amount of damage dealt.
[*]The Vigor Stone was reworked. Instead of passive health regeneration, Vigor Stone users now need to deal 5 points worth of damage within a certain amount of time. When done successfully, 2 HP is regenerated.
[*]The force multiplying property of the Charge Stone has been slightly reduced.
[*]The Health Bar was updated to have unique visuals for when health is regained in the middle of a fight.
[*]The backend of the health system was entirely reworked, a new active health synchronising system has been put in place to ensure accurate health values across all game clients.
[*]All Shiftstone-related Visual Effects were updated to feel more gem-like.
[*]Howard is now automatically disabled after beating him during the tutorial sequence.
[*]Updated the on-monitor error message that appears when and undesired runtime is set to be more helpful.
[*]To prevent desynchronization issues during fight, Shiftstones can no longer be swapped while matchmaking is active.
[*]Added help text and an on-monitor help button in the game startup environment for players experiencing trouble starting the game.
[/list]
[b]FIXES[/b]
[list]
[*]An issue with the auto-kill timer was fixed to no longer trigger right after prolonged flight ends.
[*]An issue that prevented players with the same names across different platforms opening a park session at the same time has been resolved.
[*]Fixed a bug that would cause a structure to no longer be affected by gravity after performing a certain sequence of modifiers on it.
[*]Fixed a bug that caused structures to become unresponsive after being kicked while in hitstop.
[*]Solved an issue that would dampen audio during snap turns.
[*]Fixed a bug for Quest-users that disabled voice-chat inputs after receiving certain hardware notifications.
[/list][/i]