The full notes for this version are its short notes: that was all that was written then.
Headshots (top fifth of the hitbox):
| body | head | |
|---|---|---|
| rifle bullet | 7 | 10 |
| shotgun pellet | 2 | 3 |
| crossbow bolt | 40 (was 50) | 50 |
| sniper | 40 | 50 |
Movement:
- Air strafing works properly. Air control (steering your momentum toward where you look) used to apply all the time, which cancelled the speed you gain from strafe-jumping. It now only applies when you hold forward or back alone, CPM style. Holding a strafe key and turning gains speed like Quake: a test goes from 8 to 20 m/s in 4 s of strafe-jumping.
- Dashes build momentum. You come out of a dash at your old speed + 5 m/s (up to 36), instead of dropping back to where you started.
- More vertical dash. Looking straight up or down makes the dash up to 85% vertical (was 30%).
- Bhop bounce. Landing hard while holding jump bounces you higher than a normal jump: half of the extra landing speed, up to +8 m/s. A 20 m fall turns a 1.2 m hop into a 5.6 m one.