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Additions:
- Fruit Pack customisations!
- 3 new challenge levels: Passage, Skid and Fracture
Improvements:
- Decreased the small internal cooldown in-between consecutive slams from 0.3s to .18s to improve responsiveness
- When playing multiplayer challenges, always keep moving the 'moving elements' to keep it fair between players and prevent exploit with static hazards
- Added more available server regions to select in the settings and improved clarity of them being sub-settings
Bug Fixes:
- Fixed potential infinite loading screen when coming back to menu from an unfinished boss race
- Fixed occasional incorrect high number for total blue stars
- Still upload to leaderboard if improved the relevant relay highscore but didn't improve personal best
- Fixed double combo from capturable boosters in Mizu Temple
- Fixed occasional incorrect percentage in the post-game results
- Fixed the result displaying "defeat" instead of "draw " when playing solo (or splitscreen in the same team)
- Fixed incorrect behaviour on boss races when playing multiplayer with type "individual"
- Fixed potential duplicate Bots when a player left during pre-game
- Fixed capturable boosters being Shockable
- Fixed total capture percentage never adding up to 100% in Nero Reef
- Fixed not being able to click "Back" and "Revert" with mouse in the in-game settings menu
- Fixed the visuals of the rebound key not immediately updating when doing so in challenges
- Fixed the last previewed loadout being selected instead of the actually selected one
- Fixed loadout preview in Garage sometimes being empty before saving it a first time
- Fixed the custom hat/glass rotations not being applied to the special pinballs in menu and pre-game
- Fixed not being able to change rotation of hats/glasses after switching tabs, until selecting another item
- Fixed the desire to dash if the dash button is still pressed when receiving a boost
- Fixed white square icon for scoring a revenge elimination
- Feat of strengths now also display unlock date
Additional Update
We nerfed some Dev Star times to take a better average of our team, we noticed the rough % of players able to reach Dev Stars with enough attempts was similar to our internal team, so we adjusted some times to see how that would affect stats. Similarly, we improved some times of loot balls in challenge levels since we felt they were a bit unfair. This doesn't affect anything if you've already obtained the loot ball.
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