Another blow has been struck for user-friendly server setup! This latest string of patches has automated the notoriously finicky serverpackages settings required by certain mutators. Serverpackages are now determined at the time of adding mutators via the server mutator setup window. All mutators that require a serverpackage have been given a special file declaring what package to load, so expect a large amount of tiny updates!

 

Map Changes

  • All "toy soldier" or "micro scale" maps have been given a flat 75% fall-damage reduction to simulate increased air-resistance that would occur at that scale, and reduce fall-damage deaths that didn't feel fun.
  • More BallBlast map improvements! Chroma Cleanroom (SH-Chroma) received a special effect upon ball-scoring. Check it out, I think you'll like it! Abandoned Production Plant (SH-Production) also received an update to the broken computer consoles that shows scored balls. Barracuda BallBlast received lighting effects in the scoring holes that match the scored balls.
  • Abandoned Production Plant (all versions) also received two quick flow improvements. There is now a break in the Scattershot catwalk railing that allows players to access the health vials below that were previously unreachable without a Mega Jump or tricky jumping skills. There has also been an elevator added in the Hyperstrike room that leads up to the room above it (one way only!).

 

System Changes

  • Added automatic mutator serverpackage setup. Serverpackages are now determined at the time of adding mutators via the server mutator setup window and committed to your configuration file without any additional manual steps.
  • Fixed missing strings from the multiplayer pregame waiting messages (IE "Waiting X seconds for players").
  • A number of potential state bugs have been fixed by disallowing players from throwing their weapons during the bring up and put down states during weapon switching. This should prevent common issues with weapons breaking in multiplayer after having your weapon knocked out of you by a bolo stun during one of these animation states.
  • A huge bug in team games has been fixed related to picking team playerstarts. This fix should prevent a number of issues including spawning on the wrong team's playerstart when respawning frequently, and players that are not considered on any team in team games. These issues were caused by the game not assigning teams correctly on respawn, then the issue being caught and fixed after the fact by error-correcting code. The error-correction would often make the issue look solved, without solving it entirely in certain team games.
  • Fall damage calculation code no longer causes you to die when you hit terminal velocity. Damage should be calculated now normally on all fall damage, which allows mutators to reliably reduce or otherwise modify fall damage in all cases, not just those considered non-fatal by normal environmental standards.

As always, check out the forums for more detailed patch notes.