New Bug fix in FuseWars Patch 1.1

  1. Team swap in-game/team balance
  2. Increase grenade cooldown to 10 seconds
  3. Adjust dash mechanics for better map physics and implement a cooldown
  4. Improve controller dead zones and button mapping
  5. Enhance melee mechanics and allow player choice in melee style
  6. Adjust map size and spawn points for improved gameplay experience

In the pre-game phase, the team selection and TeamBalance system have been implemented to ensure fair distribution of players. If the teams are not balanced in terms of player count, the selection of players is constrained. The next player to join can choose any team except the last player, who can only make a choice that maintains the team count balance. This process helps prevent any team from having a significant advantage or disadvantage due to uneven player distribution. By incorporating this system, the game strives to create a more competitive and enjoyable experience for all players involved.

Controller and Mapping:

  • Improve aim assist without causing aimbot flick
  • Provide customizable button mapping options for better gameplay experience

Melee:

  • Revamp static melee mechanics and introduce a brief post-melee immobility period
  • Allow players to choose melee style during character creation or lobby

Additional Additions:

  1. Implement MMR (Matchmaking Rating) for skill-based matchmaking
  2. Include final kill cams or player of the game kill cams
  3. Introduce badges/rewards for various achievements such as accuracy, headshots, kills, K/D ratio, etc.
  4. Display a map or compass system indicating cardinal directions and points of interest
  5. Provide an option for shoulder swap from left to right
  6. Show control point indicators through walls on the map or directional compass
  7. Allow customizable elimination kill limits beyond 30 in game settings
  8. Include an option to adjust the number of bots in matches
  9. Create an aim training map with leaderboards for testing skills and accuracy
  10. Introduce a new game mode based on attacking and defending a point with team utility usage

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Recoil System redefined

Now the start of the trace is not simply the gun muzzle but 50 cms backwards on the x axis of the gun muzzle. The red orb shows the trace start, and I could not shoot through the wall any longer. 50 cms worked with all weapons I tried including the Sniper rifle but I would not needlessly increase this value (otherwise the trace may start inside the character’s belly or something :wink: 

As a result the only thing you need to watch out for is that muzzle socket now needs to be oriented for all weapons in a way that the X axis points forward like that (I am going to do it for all weapons now but just so you know in case you will make new weapons).

2 thoughts on “New Bug fix in FuseWars Patch 1.1

  1. This is the future of blockchain and Web3 gaming. Im so excited to get my hands on the game and the token.

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