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Welcome to build 9291s. In this build we have included the following updates, changes, and patches. Breath of Fire added! Welcome to the new Skullball arena, Breath of Fire. You will pit your team of 4 heroic combatants against the enemy team and new environmental challenges. Don't stand in the fire (stupid raid healers!). All maps have had significant improvements to lighting and material optimizations. We are seeing up to 50% improvement on framerates across most maps. Sprint duration has been added! We felt the speed of the game was too fast to allow for meaningful combat with melee, ranged, and special abilities. After several weeks of internal testing we have deployed the sprint duration. It has replaced the special ability resource meter on the lower right corner of the screen. Holding down shift will now only let you sprint while you have sprint stored up in the bar. After it has been depleted you will need to wait to allow your sprint meter to fill up a little before you can sprint again. Sprint speed increased to allow for further travel during the sprint bursts. Special ability resources have been removed from the game. All special abilities are now cool down based only. We felt that having multiple damage types, multiple defense types, multiple this and that and the other thing were simply too much to manage for the average player. As such, in order to calm down the massive stats management for the game we have removed both "energy" and "psionic energy" resources from the game. This allows us to both simply gameplay and assist in overall hero balance. Skull Chasm has had additional updates for prop placement and navigation to allow bots to get to and from objectives. Inertia has been added to all characters (heroes and npcs). To give the overall UX of the game a bit of a polish to increase user immersion, we've impleneted movement inertia to all moving characters. This inertia, depending on the "weight" of the character will cause a "ramp up" time to get to full sprint speed and a "slow down" of the movement when you stop. There will be some tweaking to it over the next week, but we're pretty happy with how it adds more "movement" to the game and experience. Word of caution, most heroes don't stop on a dime any longer so be careful when running along ledges. General bug fixes to hero abilities, level glitches, lighting, navigation links, and patrol points across most maps and heroes. Continued development: We are hot on the trail of getting the new main menu system UI in place and had great strides over the last week. We will be unveiling a new pre-cache system that will indicate what is being loaded and remove the percieved "lock up" when finding a match or joining a lobby. Additional work for language regionalization is underway. A new Skullball map is preparing to be added to the mix. Tollway, a brand new Skullball arena based in an semi-abandonded freight toll facility is nearing completion. This new level will add brand new challenges not seen before in Skullball.
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