The 0.1.11 Unreal Tournament update was released today. We’ve continued to iterate on the new Blitz game mode. This release also includes improvements to the match start up process, including having bots participate in warm up to give players something to do while waiting for the match to start, and improvements to host controlled match starting (for Hub and LAN matches).
We’ve also made functional and balance updates to various weapons, including the Redeemer, Flak Cannon, Grenade Launcher, and Lightning Rifle. We’ve also revamped the spawn selection system for DeathMatch, Team DeathMatch, and Capture the Flag. Finally, we’ve discontinued support for the Win32 platform, which had very low player counts and added a significant support burden.
The new Blitz game mode combines elements of the classic Capture the Flag and Assault game modes in an intense new round-based mode. Check out Fort, one of the Blitz levels, which is in the midst of its transformation from a gameplay shell to a fully meshed level. We’ve continued to make improvements to the mode, with a focus on improving game state awareness of players through announcements, sounds, and improved HUD overlays. You can now also play Blitz with your friends in co-op against various skill levels of enemy bots.
The Blitz gameplay shell FR-Loh has undergone significant layout changes. The opening area was changed so that the attackers, when they are able to overload one of the sides in the opening area and take the rally, don't get flanked so easily. This also makes combat direction around those rally points a bit more predictable and less circular and helps prevent the defensive positions being able to spam both points. Temple rally was too strong once taken and the old rally point inside of cave right before courtyard was awkwardly placed, causing combat issues.
With the Tower Rally before caves now easier for attackers to take and hold, we moved the cave rally out into the upper courtyard area which is now called "Shrine". The goal was to give the attackers another option/strategy within courtyard, rather than just wanting to overload Temple every time, but also to allow the defense to try to contain the attackers within the cave if they successfully defend shrine. Overall, the main goal was to make the combat direction a little bit more linear and simple within the chokes and allow the optional swings and direction changes be outside in the combat bowls themselves.
The Redeemer now fires a guided missile regardless of which fire button is used. After 0.5 seconds, the guided missile can be detonated (primary fire) or release to continue on its current trajectory (secondary fire). The redeemer explosion now expands over 0.54 seconds instead of 1.08 seconds. The Flak Cannon shard spread is now more consistent. Flak shard overlap radius is now smaller, and reduces to its final size faster than before.Grenade overlap radius, damage, and bounce behavior were all tweaked. Lightning Rifle max ammo was reduced.
The new spawn selection system for DeathMatch, Team DeathMatch, and Capture the Flag improves the randomness of what player starts are chosen, and results in more different available starts being used.
We’ve improved the messaging and start up process for host controlled match start, which is enabled by default for Hub matches and LAN servers.With host controlled start enabled, the player who started the match has control of when the match will start. That player can end warm up and start the match at any time, regardless of how many other players have joined.You can check HERE for a detailed change list.