We’ve been collecting data on the disputes going on over the past month or so, and noticed that average round lengths have gone up quite a bit since a few patches ago. Our goal is for a 5-gentlemen dispute to 5 wins to be over in about 30 minutes or less on average (depends, of course, on how much of a blowout it is). In our playtests, in the current demo, such disputes can go on for 40 minutes or longer!
To help make things go a bit faster, we’ve done a near blanket buff of damage and increased item spawn rates.
Bear Trap 10 → 12
Bat 10 → 12
Grenade 10 → 12
Rocket 10 → 12
Shotgun 10 → 12
Oil Barrel (explosion) 10 → 12
C4 10 → 12
Jetpack (scales with distance) 10 → 12
Champagne bottle 5 → 6
Airplane, Bicycle 5 → 6
Shark 5 → 10
Train 25 → 30
Molotov (damage per tick) 2 → 3
Flamethrower (damage per tick) 2 → 4
The flamethrower has received a particularly strong buff, with each doing 4 damage per fire tick over 3 seconds. Also, the flamethrower now extends the duration of its burn by holding on adversaries for longer, allowing a very high damage ceiling - so make sure you get out of there quick!
We’ve also added UI explaining that the flamethrower can be ended early by leaping.
Item spawn rates have been increased by about 20% across the game, and we made the spawn rate about equal for all player numbers. We originally had much lower spawn rates for fewer player counts, but this ended up not having the desired effect in practice.
We’ve also significantly increased the max item pedestals that can be around at once, especially for larger maps (Islands now can have twice the number of pedestals at once).
At the beginning of the round, many item pedestals will be spawned very quickly to help fill out the map before returning to their determined spawn rate, which also should help get rounds started much faster.
We’re looking forward to hearing feedback on these changes!
Fixed bicycle hit sound only playing for hosts
Fixed various issues with slapping and throwing in quick succession
Fixed a rare issue where pedestals would stop spawning items after playing many rounds
Fixed bug preventing overhead UI from being visible on illusions
Fixed global force limit going to zero instead of being properly limited (causing Strongman to fail after a certain number of perks)
Force limit is now 100x larger, so stack strongman at your own risk
Significantly improved attachment logic for C4, should no longer float at a distance from limbs
Significantly improved teleportation stability, especially for fast-moving vehicles and ragdolls
Made rockets less likely to pass through objects
Fixed map shuffling logic so that the same map will never play twice in a row (as long as more than one map is enabled)
Improved performance of many traps in-game at once
Improved stability of leap interactions, more likely to trade tackles under the right circumstances
Improved lighting in round-end animations
Fixed issues with perk display not showing counters or getting stuck when perks were displaying between stages
Added sound for grenade round win animation
Fixed issue where leaping would not count as ‘in control’ time for combo counters to reset
Fixed bug where champagne bottle could ignore combo scaling
Added icons for customization elements and improved outfit customization UI
So, call all your friends over, bring your nourishments, and get ready for a few (or many) rounds of resolving disputes - the gentlemenly way!
Questions? Feedback? A particularly scandalous dispute to report? We invite you to step into our parlour and make yourself heard:
Official A Gentlemen's Dispute Discord Server
For further correspondence, society news, and glimpses of our most unhinged duels, do peruse our official channels:
A Gentlemen’s Dispute X (Twitter) Page
A Gentlemen’s Dispute Facebook Page
A Gentlemen’s Dispute Instagram
A Gentlemen’s Dispute TikTok
Your continued support is always appreciated! Can't wait for you to see the full version soon!
Happy Disputing!