UPDATE #95

Combots

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

[img]{STEAM_CLAN_IMAGE}/40705060/552bde1ef9897a120b6aecd524598791034f666d.png[/img] [b]Fixed[/b] [list] [*] Lighting on the Flooded City map was broken on low graphics settings [*] Sometimes the missile launcher targeting icon was displayed for other players and was also missing in VR mode [*] In some places the font may have gone beyond its bounds [*] Sometimes when controlling Trak in VR, the body and shield could spin very quickly around the robot [*] Sometimes robot ability energy was not displayed correctly or was not restored [*] Sometimes checkpoints could appear inside large buildings in Tokyo and the Flooded City [*] Sometimes daily tasks were not displayed correctly [*] Some VR headsets other than Oculus Quest may not work properly [*] Axel and Walker no longer become uncontrollable if they go inside a large square building in the Egypt map [/list] [b]Changed[/b] [list] [*] Improved overall optimization in VR mode [*] Egypt and Ice Moon maps may have more uneven surfaces when generated [*] All textures have been updated and significantly optimized [*] Laser projectile speed has been increased [*] Redesigned missile guidance behavior system, which is more similar to the real one [*] Slightly reduced missile launcher damage [*] Missiles will no longer be aimed at invisible targets [*] Revive effect updated [*] Regular projectiles have been significantly optimized, allowing you to have more projectiles on the screen without losing FPS [*] Regular Grenade Launcher and Cluster Launcher projectiles no longer bounce off walls [*] The TAAU graphical setting was removed due to a large number of artifacts [*] Reworked fog on all maps [*] Overcharge projectiles now have the same explosion radius near airborne enemies [*] Increased the damage radius of Overcharge Flamethrower when exploding [*] The default number of players is now 6 [*] Map size is now huge by default [*] When playing in VR, weapon energy is now separate for the same weapon [*] Laser targeting for weapons has been removed in VR mode [*] Slightly increased energy recovery rate for robot abilities [*] Increased ability energy consumption rate for Trak and Axel [*] The Trak ability now covers the entire robot again [*] Axel's ability allows you to completely hide the robot visually [*] Increased damage resistance to Trak shield [*] Now robot abilities cannot be used when the robot is carrying a flag or is subject to an EMP effect [/list]