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Build 9375 is now live in all regions. UI: The first step in our massive main menu system overhaul has been implemented. There will be some slight loss of functionality while we finalize it. Maps: Tollway has been added to the Skullball map lineup! Grab your allies and jump into this converted shipping toll facility to seek fame and glory in the Skullball arena! Tollway brings new vertical dynamics to Skullball; get the skull in the top “golf” holes and then battle fiercely in the room below to score a goal. Team coordination and tactics are required. Watch out for the fan! Skullball: Skullpower has been updated to be reset on ball score. This should fix the problem of balance of power between teams between scores. Ranged attacks also move the ball less. Animations: Sprint: many animation updates to heroes for a new “sprint” animation to better show the player while they gotta go fast! Brute, male, and female meshes. Special Abilities: many heroes have had their special abilities updated to better show fluidity in motion and feel more powerful: Kaet, Ione, DAGs, Rift Walker, Dusk, Khurnn. Idles: many heroes have had their idles updated to give more fluidity to their movements. General Updates: Ability resource use is now completely removed. All special abilities are now cooldown based only. There may be some special use-case bugs as a result, keep an eye out and let us know. Various bug fixes across several maps for crashing or disconnect issues. Fixed a bug where the dead soldier in Skull Chasm would loop standing up Fixed lighting in Skull Chasm where shadows weren’t baked properly Fixed some lighting issues in Breath of Fire where expensive mobile lights were used instead of stationary lighting Added walls in the middle of BoF map to stop bots from shooting through and keeping the ball against the walls. Fixed more lighting and performance issues with New Detroit Added new paths and navigation for New Detroit secondary spawn points. Updated lights to Lava Flow to increase performance and give better depths for shadows and brightness for high outputs lights.
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