v25.10.2024b - The Aim Update

The Local Playtest

[url=https://discord.gg/5fdgd8A6s8][img]{STEAM_CLAN_IMAGE}/45017467/47fe6906f0f8d712101759a16b3a4e8797a5b385.png[/img][/url] [h1]Timed & Aim[/h1] This update introduces a new type of Timed course: Aim courses [list] [*] The timer stops when all balloons are popped [*] The balloons can be popped in any order which should make for some interesting, non-linear routing, alongside the new slingshot physics [*] This update includes three Aim courses: [*] [b]Topology[/b] [*] [b]Plume[/b] [*] [b]New Town[/b] [/list] [h2]Slingshot[/h2] To make these new courses a bit more challenging, the slingshot is no longer a hit scanning weapon [list] [*] Pellets are now physical objects that are affected by gravity [*] Targets will be hit when the pellet touches it, rather than instantly [*] Pellets are now shot from the camera [/list] [h2] Ghost Data[/h2] [list] [*] Ghost Data now reveals the arc of shot pellets [*] Keep in mind that only pellets that successfully hit a target will be shown [*] However, all shots taken with the slingshot will now trigger the shoot animation when watching a demo [/list] [h2]Camera Lock[/h2] [list] [*] You can now press "C" to save the cameras rotation at the start of a route [*] Every time you respawn, you will start with the saved rotation (if camera lock is enabled) [*] Camera lock rotation and whether or not it is enabled is tied to each routes own save file [/list] [h1]Gamemode Menu[/h1] [h2]Route Selection[/h2] The route list in the gamemode menu has received a large, and very fresh coat of paint. [list] [*] Grid layout [*] You can now see the stats (runs, etc.) for all routes at once, rather than just for the selected route [*] Your total attempts is also now recorded and shown here. An attempt is counted the moment the timer starts (this is in contrast to the runs stat which only counts completed runs) [/list] [h2]Order Contracts[/h2] [list] [*] Redesigned order contract cards [*] Your total revenue across all completed runs is now tracked and shown here [/list] [h2]Other[/h2] [list] [*] All other screens have been slightly tweaked [*] Gamemode descriptions have been moved to be aligned with the leaderboard button on the bottom bar [/list] [h1]Other[/h1] [list] [*] Spawning in Zen now includes the up and down rotation of the camera [*] Fixed a bug where orders could be completed when you were out of stock [*] Fixed a bug where the speed of objects dropped from balloons was partially frame dependent [*] Fixed a bug where missiles would briefly exist in the last place those exploded for one frame. This lead to cases where you could shoot that spot to have the missile explode [/list] [h1]The Order of Gamemodes[/h1] You may also notice that Timed is now above Orders in the gamemode menu. Given how much simpler Timed is, I've decided it would be best for new players to have Timed be the first gamemode presented to them.