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User:MIDIMan/Ringslinger Revolution/Changelog

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Version 1.x

1.0

Initial release.

1.1

CHANGES:

  • Gameplay
    • Players now get score for assisting someone else in killing an opponent.
      • ...only if the player dealt more damage than the killer.
    • Environmental kills now give score to the last player the victim was hit by.
    • Time and Emeralds are now shown on the HUD.
    • Players can now shoot weapon rings at each other in co-op with "friendlyfire" enabled.
    • Players now emit particles when damaged, scaling in severity with the damage inflicted.
    • The red screen tint when you get damaged is more severe.
    • Added killfeed icons for switching to spectator, drowning, being spiked, Fang's popgun, Amy's hearts, and Amy's hammer.
    • The killfeed now has a transparent black background that turns white when the player kills an opponent or assists in killing an opponent.
    • The killfeed now shows up on both screens in splitscreen.
    • Seekers now need to kill hiders to tag them in Tag gametypes.
    • Amy, Fang, and Metal Sonic are now automatically unlocked when loading the singleplayer pack.
  • Audio
    • The homing ring now makes a sound when it finds a target.
      • It also now has a special sound if you are the target.
    • The sounds for hitting and killing an opponent have been updated.
    • Added a knockdown sound effect if two melee-attacking players collide.
    • Added Final Demo MIDI for Conveyor Conflict.
  • Weapons
    • All projectiles now have a trail as they fly.
      • The homing ring's trail changes to smoke when it locks onto a target.
    • Projectiles have been made ~14% faster overall.
      • We're still experimenting with the effective range of players in Ringslinger Revolution, and while we got very close to the ideal value at launch, it's still just a bit shorter than we would have liked. Give us your thoughts!
    • Homing Ring
      • We launched Homing quite overtuned, so we've tried to reduce its power in direct combat while enhancing its strengths as a finisher and anti-air tool.
        • Signficantly increased pre-chase projectile speed (target-chasing speed is unchanged).
        • Increased search radius by 25%.
        • Decreased turning speed by 20% for players.
        • Decreased damage from 30 to 19.
        • Decreased knockback factor from 1x to 0.33x.
    • Scatter Ring
      • Gave the scatter ring its own unique sprite from the pickup (it actually faces the direction it's going in now).
      • Reduced angle spread from 4 degrees to 3.5 degrees.
        • We're aware that the scatter ring is a popularly requested weapon to change, so we're hoping this makes it a bit more useful. Again, give us your thoughts!
    • Rail Ring
      • The rail ring's trail is now red by default to match its slug.
      • The rail ring now ignores the infinity powerup.
        • This should hopefully make the rail ring slightly more balanced in multiplayer.
      • Using your last rail ring now automatically switches to the red ring.
  • Characters
    • Amy's heart scatter now deals damage (and increased knockback).

BUGFIXES:

  • Gameplay
    • Killfeed icons no longer default to Eggman if the victim had a Force Shield.
    • Fixed the Force Shield absorbing less damage than the other shields.
    • Fixed non-IT players in Tag being able to fire rings.
      • This behavior can be re-enabled with the "rsr_lasertag" console variable.
    • Added better support for the "touchtag" console variable.
  • Weapons
    • Fixed the homing ring targetting spectators.
      • This behavior can be re-enabled with the "rsr_ghostbusters" console variable.
    • Fixed a bug where the homing ring could target blast executors (invisible objects inside the breakable walls in Jade Valley).
  • Maps
    • Fixed Silver Cascade's turntable being actionable multiple times per cycle.
    • Fixed rogue vanilla RS objects in Granite Lake and Sapphire Rapids.
    • Fixed a bug where Frigid Mountain could spawn you over a death pit.
    • Fixed Sapphire Falls and Sapphire Rapids using the wrong skybox.
    • Fixed REDWALL textures on the lifts in Starlit Warehouse.
    • Updated maps that were still using their 2.2.14 versions to 2.2.15.
    • Fixed a bug where the music change trigger before the final elevator in Techno Madness could be thokked past.
    • Removed leftover "NextLevel" parameter in Techno Madness' level header.
  • Characters
    •     Fang remembered to bring ammo for his popgun and is able to fire it now.

Version 2.x

2.0

CHANGES:

  • Modding
    • NEW: Five new level header parameters have been added:
      • Lua.RSRKeepInv
        • This allows the player to keep their inventory (weapons, shield, etc.) from the previous level in the RSR gamemode. This doesn't work in Special Stages.
      • Lua.RSRLoseInvOnDeath
        • This makes the player lose all of their inventory upon death, even if they've passed a starpost. This also doesn't work in Special Stages.
      • Lua.RSRWeaponStart
        • This lets the player start a level with any amount of ammo of any type. Must use the format WEAPON:AMOUNT,2NDWEAPON:2NDAMOUNT,etc.. Ex. BASIC:50,RAIL:10 starts the player with 50 red (basic) rings and 10 rail rings. This also doesn't work in Special Stages.
      • Lua.RSRWaves
        • This marks the map as a "Waves" gamemode map. In this gamemode, enemies and items have their own spawners that can be placed in the map editor. Object types and which waves they spawn in on must be defined in the spawner's arguments in Ultimate Zone Builder.
      • Lua.RSRWavesTags
        • This lets the mapper decide what linedef tag is executed at the start of each wave. It must use the format [First wave tag],[Second wave tag],[Third wave tag],[Finish tag]. Ex. 1,2,3,4 executes the linedefs with tags 1, 2, 3, and 4, in that order. If you don't want to define a tag for a specific wave, simply use 0 as the tag.
    • NEW: A hook system has been added that gives modders more control over how certain Objects behave. Uses Snu's "Hook Library" addon.
    • NEW: A skin system has also been added that lets modders determine how characters interact with RSR's systems.
    • NEW: Custom gametypes can now be set to use RSR's game mechanics using the RSR.AddGametype function.
      • Five new gametypes have been added using this method, in order to add RSR's game mechanics to the five Vanilla RS gametypes.
        • Playing these gametypes with custom Ringslinger maps automatically converts the Vanilla RS pickups into RSR pickups, if none of the latter already exist.
    • Separated the PSprites system from RSR into its own "PSprites" table. Click here for more information.
    • The HUD now uses Skydusk’s updated version of the Custom HUD library. This means better compatibility with MRCE and other mods that use the Custom HUD library.
  • Gameplay
    • NEW: Each weapon ring now has an altfire if the player has the associated emerald, triggered with the FIRE NORMAL button. Some of these alternate firemodes use remote detonation. To do this, use the corresponding weapon’s altfire while its altfire projectile is already in flight.
      • Red (Basic) Ring = Green Emerald
        • Charged Shot: Hold down FIRE NORMAL to gradually empower your Red Ring, release to fire. This attack grows in power fastest during the initial charge. Ammo is consumed rapidly during the initial charge, and consumed slowly while holding it. The Charged Ring goes through damageable entities.
          • The Rail Ring also gains a scope with the Green Emerald when using FIRE NORMAL, making faraway targets easier to see.
      • Scatter Ring = Pink Emerald
        • Mass Slug: Fires a large and fast low-damage projectile. On contact or remote detonation, it explodes into a regular Scatter shot; a remotely detonated Mass Slug keeps going in the same direction, while a contact detonation causes the payload to bounce away from the impacted surface.
      • Automatic Ring = Blue Emerald
        • Spray&Pray: Massively amps up the fire rate! …projectiles might not go anywhere near where the player is aiming. Takes 3 ammo.
      • Bounce Ring = Cyan Emerald
        • Goldburster: Fires a giant projectile that explodes into a radial cluster of Bounce rings on contact or remote detonation. Takes 3 ammo.
      • Grenade Ring = Yellow Emerald
        • Stickybomb: Fires a more powerful explosive that sticks to terrain, bounces off of enemies, and explodes after a brief delay when an enemy or opponent gets close to it. Takes 2 ammo.
      • Explosion Ring = Red Emerald
        • Self-Propel: Explodes the player, propelling them in the direction they're aiming. Takes 3 ammo.
      • Homing Ring = Gray Emerald
        • Router RPB: Searches for an enemy or opponent in line of sight while holding down FIRE NORMAL, then fires a quickly-moving homing projectile that explodes when close to the target. Takes 3 ammo.
    • The player's currently held emeralds on the HUD have been moved to above the weapon bar so the player knows which emerald corresponds to which weapon(s).
    • NEW: Players can now kill themselves in multiplayer using the console command rsr_kill.
      • This allows players to “ragdoll” themselves at will if they really want to, among any other use you could think of for such a command.
    • NEW: Players can now go super in both singleplayer/co-op and ringslinger maps!
      • A new "hype" bar has been added that fills up when the player has all emeralds and kills enemies and/or other players. When it hits a threshold, the player can jump and press spin to turn super! Make sure you don’t have a shield effect when trying to do this.
      • While super, the player's hype bar will go down both on its own, and from taking damage. Dealing damage to enemies/other players will delay its inevitable decline, and once you run out, you lose your super form.
      • While super, you jump higher, move and fire faster, deal tripled melee damage, and are invulnerable to damage to your health or armor. However, any damage you take is instead docked from your hype meter, so be careful! Additionally, you will not be able to use your shield effect while super.
    • Jumping off a cliff, drowning, being crushed, dying to an environmental hazard, etc. no longer prevents other players from being credited for your death.
  • Gameplay Balancing
    • NEW: Flag-bearers in Capture the Flag now take 50% more damage from ALL sources and have a marker pointing out their location at all times!
      • Why: Granting flag-bearers access to weapon rings and a health bar to survive hits with proved to be a lot more powerful than intended.
        • In RSR you only drop the flag when killed, which made chaining consecutive fights or even a singular fight against multiple opponents very winnable with the flag so long as the flag-bearer was good at finding healthpacks; this made games drag out for longer than felt fun. Additionally, rocket jumping made the flag run trivial on some maps with little counterplay beyond hoping someone on your team is a crack shot with Rail. This change still lets you do all that if you’re a flag runner, but now it’ll be a lot more difficult; hopefully this encourages more back-and-forth over the flags. We’re also hoping it encourages going for sub-objectives by making power items beyond Rail more enticing to either use on a flag run or to counter a flag runner.
    • All weapon projectiles have 14% more forgiving hitboxes.
    • Every projectile's speed has been increased by ~18%.
    • Scatter Ring
      • Reduced the vertical spread to be more in line with Vanilla RS.
      • Damage increased to 19 (was 16). Total damage is now 95 (was 80).
        • Why: Scatter was still found to be mildly underperforming; damage at maximum impact was underwhelming when it was properly landed, which was too hard to land in the first place.
    • Grenade Ring
      • Direct hit damage increased to 35 (was 25). Total damage is now 90 (was 80).
        • Why: Grenade is intended to be the classic FPS grenade-launcher weapon, comparable to the rocket launcher but much faster at a skill, range, and ammo consumption cost. We’ve evened out its total damage per hit with Explosion and slightly increased the edge it has in sheer DPS over Automatic to reflect this, though it should still be more demanding to use than either alternative.
    • Homing Ring
      • Technically a bugfix, but it now has the intended speed once locked on, which is a lot slower.
    • WRM: Force Shield
      • No longer takes less damage to armor.
        • Why: Force having two non-damage-type-resist passive abilities of significant power felt a bit overtuned, and Attraction only having a damage-type-resist passive felt incredibly undertuned, especially for a Strong Random Monitor drop. To even out these shield effects while honoring the legacy of 2.0’s Force Shield and keeping deterrents to Rail easily accessible, Force keeps its bullet deflection effect; the damage resistance portion of this shield effect has been buffed and moved to Attraction.
    • Power Items
      • Now take 50% longer to respawn compared to regular items. This affects Rail, Infinity, and the Strong Random Monitor.
        • Why: We think it’s good for power items to be game-changingly strong, since it gives players sub-objectives to fight over; however people were previously able to accumulate massive advantage through stacking power items too easily.
      • Buffed the following power items to hopefully bring them up to the same level of awesome as Extra Life and Rail:
        • Infinity Ring
          • Duration refreshes by 10 seconds on opponent kill.
        • SRM: Invincibility
          • Duration refreshes by 10 seconds on opponent kill.
        • SRM: Armageddon Shield
          • Blast damage increased to 99 (was 50).
        • SRM: Attraction Shield
          • Now provides a 25% damage resistance and firing speed bonus.
  • Maps
    • NEW: Emerald Tokens are hidden around Techno Madness. Completing the level with Emerald Tokens in your possession will transport you to a Rumble Rift, a wave-based map which rewards you with the green Chaos Emerald upon completion…
    • NEW: Two new maps have been added to the multiplayer pack:
      • The aforementioned Rumble Rift, ported directly from singleplayer. This map is in the Standard rotation.
      • GET 180 RINGS!, a port of 2.0's first Special Stage with weapons, powerups, and monitors added. This map is in the Classic rotation.
    • Blizzard Fortress now has Emerald spawns.
    • Noxious Factory's layout has been redone from the ground up, thanks to orbitalviolet.
      • The original layout has been moved to the Classic rotation and renamed to "Legacy Factory".
    • Rearranged some item placements in every map, with a primary focus on rebalancing the power items.
      • To make a long story short, some power items are persistent (e.g. Rail) and can accumulate, while some can’t (e.g. Infinity). We’ve tried to spread out power items from each other and put persistent items in spots that are easier for everyone to access and contest to reduce the likelihood of one player hoarding everything because nobody else noticed.

NEW: SPECIAL EFFECTS:

The mod's special effects have been completely redone to make every action feel more impactful!

  • Player
    • Improved player “ragdolls”.
    • Tweaked amount of player damage particles emitted on hit.
    • Armored players now emit a small amount of deflection sparks when they take damage.
    • Players now emit two sounds when taking damage, based on whether or not they have armor.
    • Armored players emit a new sound when their armor breaks.
    • Damaging an armored opponent now plays a different hitsound.
    • The hit that breaks your opponent’s armor plays yet another different hitsound.
    • Attempting to attack an invincible opponent plays yet another other hitsound.
    • Invincible players now emit a large amount of deflection sparks when they block damage and also emit a weak feedback sound.
  • Weapons
    • Each alt-fire has its own sound, plus certain alt-fire handling cases such as not having enough ammo to use it.
      • Some alt-fires also have extra VFX as needed.
    • Nearby explosions now cause screenshake.
    • Refined a few regular fire sounds to make them more crisp and less crispy.
    • Homing and Stickybomb trails are “ghost” by default; they only emit smoke when in their “active” states.
    • The Rail Ring has been remade to feel appropriately powerful for something that deals 250 damage in one go.
      • The Rail Ring’s firing and impact sounds have been completely revamped; the firing sound is now audible from further away.
      • Added a new sound that plays when an opponent’s Rail Ring barely misses you.
      • The Rail Ring’s shot now echoes around the entire map for a few seconds.
      • Firing or being near an impacting Rail Ring causes the screen to shake.
      • The Rail Ring’s impact now scatters sparkles.
      • The Rail Ring’s trail now has an outer circular trail of sparkles.
  • Powerups
    • The Strong Random Monitor has new sprites to distinguish it from Weak Random Monitors; now it should be easier to tell at a glance which one’s the power item.
    • Power items now continuously emit small sparkles to signify their powerful status.
    • Chaos Emeralds now continuously emit bigger sparkles.
  • Other
    • Made the weapon bobbing follow the player's vertical momentum if not on the ground.
    • Updated MIDIs for Lime Forest, Diamond Blizzard/Nimbus Ruins, Sapphire Falls/Pristine Shores/Sapphire Rapids, Summit Showdown, Crystalline Heights, Silver Cascade, and Invincibility with ones based off of the current digital versions.
    • Respawning entities now play a respawn sound according to what type of entity it is.
    • Respawning entities are now shrouded in a brief fog.

BUGFIXES

  • Gameplay
    • Crawla Commanders now use their pain state when at half health.
    • Fixed a bug where gliding or dashing into an enemy would sometimes not deal damage.
  • Weapons and Powerups
    • Grenade and Bounce Rings no longer bounce off of the sky.
    • Fixed a bug where the Homing Ring was significantly faster than intended.
    • Fixed an oversight where the Rail’s hitbox was 75% vertically wider than intended.
    • Fixed an oversight where the item "sparkle" animation would stall for 3 game tics before disappearing.
    • Fixed bugs related to the Attraction Shield:
      • Players shouldn’t get stuck in infinite loops of trying and failing to collide with an opponent anymore if the opponent is unable to be melee attacked.
      • Players shouldn’t be able to target unintended players with the Attraction Shot effect.
    • Fixed players being able to self-damage and deal damage multiple times from the Armageddon Shield’s effect in Tag/Hide & Seek.
      • Incidentally fixes hiders being able to die to the Armageddon Blast without being tagged.
    • Fixed a couple of bugs related to Tag/Hide & Seek:
      • Fixed seekers not being able to use their weapons after a player hits a recycler monitor.
      • Fixed hiders being able to hurt each other when the friendlyfire console variable is off.
    • Adjustments made to the rsr_lasertag console variable:
      • Hiders can no longer damage each other by default. To re-enable this behaviour, turn friendlyfire on. As a consequence of this implementation, seekers are now able to damage each other in lasertag if friendlyfire is on.
  • Maps
    • Fixed the outer rim of the first elevator in Techno Madness being marked as a death pit.
    • Fixed non-sloped ramps in Silver Cascade.
    • Removed rogue vanilla rings from Dual Fortress.
    • Fixed doubled up pickups and a missing health pack in Sapphire Rapids.
    • Crystalline Heights now has monitors.
    • Pristine Shores now has monitors other than Super Rings.
    • Blazing Precipice now has a Rail pickup.
    • Fixed non-sloped alcoves in Diamond Blizzard.
  • VFX
    • It should be a lot harder for ragdolls to cause the ragdolling player’s camera to clip out of bounds.


Special thanks to orbitalviolet for helping out with the changelog.