UPDATE #91

Combots

Combots is a multiplayer robot war shooter set in fully procedurally generated maps with the physical environment.

[img]{STEAM_CLAN_IMAGE}/40705060/524928b97510322f334f2dfa2c16b99dac2524dd.png[/img] [b]Fixes[/b] [list] [*] The daily task was not displayed correctly when you need to use Walker [*] Bubbles from the flamethrower remained after the death of the robot on the map of Megapolis [*] Sometimes the Invader Laser was displayed incorrectly in the main menu [*] For some, the game crashed immediately upon launch (usually laptops) [*] AI Axel was stuck in some parts of the Tokyo and Ice Moon maps [/list] [b]General changes[/b] [list] [*] Removed the underwater distortion effect for the Megapolis map [*] Removed grenade options for the Grenade Launcher (Cluster option is now used when overcharging the Grenade Launcher) [*] Removed animated elements in the UI from the left and right sides [*] Increased damage radius for all explosive weapons [/list] [b]Energy changes[/b] [list] [*] The energy reserve is now the same for all bots [*] Increased energy recovery rate [*] When using the camera in 1st person, the energy of weapons will be displayed directly on them [/list] [b]Armor Changes[/b] [list] [*] Health, Energy and Damage bonus is now dynamic [*] The lower the health of your robot, the greater the bonus [*] Increased transition speed for Invisible Armor [/list] [b]Game Mode Changes[/b] [list] [*] Reduced the number of points to win in game modes [*] Match time will always be no more than 5 minutes, no extra time [*] Control points mode is now back to what it was before, that is, you can capture any points [*] Increased the death penalty for the team in Control points mode [/list] [b]Railgun Changes[/b] [list] [*] Now also has energy and can fire without aiming without losing accuracy [*] Removed sniper scope when aiming [*] Added a static dot to the scope and it will always be displayed [*] Increased base damage [*] A shot can only be charged by overcharging [/list] [b]Overcharge[/b] [list] [*] Added overcharge ability to each weapon [*] Overcharge occurs while aiming and fires when aiming stops [*] The longer you charge it, the more damage and faster it will be, but also consumes more power [*] The weapon cannot withstand 100% overload and fires on its own [*] In addition to everything, overcharge also adds explosive, bouncy or sticky properties to weapon projectiles [/list]