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quark 1.7.0

Everything that changed in this version, and why.

The full notes for this version are its short notes: that was all that was written then.

Custom game modes

  • Build your own modes in game: Host > Custom mode > NEW / EDIT.
    • General: the mode it plays as, health, gravity, move speed, jump height, knockback, and dash / grapple / self damage / instagib / vampire / regen toggles. Time, score and round limits are also set here.
    • Weapons: turn each weapon on or off and set its fire rate, damage and projectile speed.
    • Maps: a map pool that rotates to the next map after every match.
  • Presets are saved to custom_modes/<name>.qmode. Pick one in the Host menu and host as usual.
  • Everyone who joins gets the server's rules automatically. Movement and weapon timing predict exactly, and the server list shows the mode as [name] server.
  • Map votes on a custom server stay inside its pool and its mode. Ranked always uses the standard rules.

Fixes

  • The laser beam now comes out of the laser model's emitter and follows the HUD viewmodel position, depth and scale.
  • Jumping, falling, grappling or dashing into stairs carries you up them like walking does. You no longer bonk off the risers and lose your speed.
  • Switching weapons with fire or alt-fire held (e.g. scoped sniper) no longer fires the new weapon. Let go and press again.

Balance

  • Sniper: no spread when unscoped. Hip shots go exactly where the crosshair is.
  • Bubble gun: bubbles travel 20% faster (primary 15.6 m/s; the alt-fire stream 8.4 to 24 m/s).

New mode: multi point

  • The attackers take the map's points one at a time, in order.
  • Only the attackers capture. Standing on the point with no defender on it fills it, and more attackers fill it faster. A defender on the point holds it. A point left alone slowly drains.
  • Every point taken adds 90 s to the clock and moves both teams' spawns forward. The attack wins the round when every point falls; the defence wins if time runs out.
  • The sides swap after the round. More points taken wins, then the faster attack.
  • Maps define the points (point boxes, in attack order) and the spawns for each stage (spawn att2 ..., spawn def0 ...).

New map: Lodestone (multi point)

  • A working mine the size of four hamlets, two storeys deep.
    • North half: a sunlit surface (the pithead, the mill, spoil heaps) over room-and-pillar workings, cut through by an open pit with benches and haul ramps.
    • South half: two great caverns under the mountain, the shaft station and the crystal grotto with its underground lake. They're lit by a sun shaft, overhead lamps and glowing crystals.
  • Five points down the mine: A the pithead, B the pit floor, C the workings, D the grotto shore, E the mother lode.

Syringe (key 0)

  • Fire: heals you 1 hp every 0.1 s while held.
  • Alt-fire: throws it. A teammate it hits gets 30 hp at once and all their cooldowns reset (weapon, dash, grapple). The throw has a 2 s cooldown.

Weapons, HUD and controls

  • Every weapon's shots now start at its model's muzzle, wherever the HUD layout puts the model: tracers, beams and your own projectiles.
  • Rockets, sticky bombs and crossbow bolts have proper models (fins and flame, a spiked mine with a blinking core, a bolt with fletching).
  • HUD settings: the elements are in a dropdown, and the weapon model has its own button.
  • Weapon keys 9 (knife) and 0 (syringe) now work. Before, the knife's slot fell through to "next weapon".

Votes and bots

  • One button, CHANGE MAP / MODE: pick the mode, then a map for it. One vote (or one change for the host) does both.
  • Bot levels shifted down one: expert is the old advanced, advanced the old intermediate, intermediate the old beginner. Beginner is a notch easier than before.

Editor

  • A LADDER button: one object you can move and stretch. Its rails and rungs are made from it, so they always fit.
  • Move arrows on boxes, zones and ladders. The face squares still resize.
  • Clicking selects whatever is under the mouse. It used to only work near the middle of the view.

Fixes

  • Viaduct: buttress fins beside every arch, and a fifth spandrel wall. Hooking the middle of a wall and dashing along it to an arch no longer skips a section.
  • Walking up stairs: you could get stuck against a 0.5 m step when you stopped a hair short of it. Fixed.
  • Bot route finding: much faster on big maps.

Announcer

  • A voice counts each round in ("three, two, one, fight!").
  • With ANNOUNCER: ALL CALLS (Settings) it also calls the mode's moments: bomb planted / defused, hill captured / lost, point captured / lost, round won / lost, overtime.
  • Set it to COUNTDOWN for the count only, or OFF.

Race

  • Race now starts in practice: run the course untimed, with checkpoints. Nothing is timed or recorded, and it never starts by itself. Vote start (F4) and the race proper begins.
  • The race leaderboard only takes time trials on the shipped, unchanged Viaduct. The server only marks a run as a time trial there, and your client only sends (or counts as a personal best) a run on the official map.
  • Bastion, Foundry and Colosseum can also be played as multi point (their hill and bomb sites become the points).