DiART Paintball · published · build 24802482
Optimizations were made to AI, collisions, shadows, and several other systems to reduce stuttering. This has dramatically improved performance.
A playable tutorial was added, featuring movement practice, a shooting range, bot combat, and moving targets.
New player models and textures
Circuit 1 was added, a new map inspired by professional paintball fields.
Cinematic introductions were added before each match, featuring camera pans across different areas of the map and information about the selected game mode.
Loading screens and transitions between menus, lobbies, and matches were overhauled.
A Ready system was added to online lobbies.
Players can now request a rematch after finishing a match, both online and offline.
A new killfeed was added to display eliminations.
Score and elimination feedback was overhauled with new animated text, hitmarkers, and visual confirmations.
Bunkers now accumulate paint directly on their surfaces through a more efficient and persistent system.
Nets now react to impacts, deform, and accumulate paint.
Paintballs can now ricochet off bunkers and nets depending on their speed and impact angle.
Bot AI was significantly improved. Bots now detect crouching and leaning players more accurately, use cover, reposition themselves, and manage their bursts and ammunition more effectively.
Visible pods were added to players’ belts. They move naturally as players run and disappear as they are used.
Steam integration was improved, including lobby invitations and joining through invitations received while the game is closed. Further refinement of this system is still planned.
The maps are now called Fortuna, P1, Stream, Proto, Opulence, Protonight, and Circuit 1.
Visual and lighting improvements were made across multiple maps.
Paint impact particles and effects were improved.
Paintball physics were adjusted to preserve speed more effectively while retaining their natural drop.
Players can no longer eliminate themselves
First-person and third-person reload animations were improved.
Transitions between movement animations and rapid direction changes were improved.
Online synchronization was improved for paint, deformation, ricochets, and visible pods.
An FPS limit option was added, with common framerate values and an option based on the monitor’s refresh rate.
Music randomization was improved to reduce repetition.
Music and audio transitions were improved when matches end or a rematch is requested.
Map previews and several selection interfaces were updated.
Spawn point selection was improved to prevent players and bots from spawning on top of one another.
Several issues involving the scoreboard, statistics, team colors, and final results were fixed.
Cases where a round would not end after only one player or bot remained alive were fixed.
Mouse sensitivity is now consistent across scenes and maps.
Numerous issues involving the HUD, cursors, cameras, pause menus, round restarts, and online synchronization were fixed.