WOC Update Log
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Additional changes made during development of 4.5:
Release date has not changed.- Repositioned the location of the Special cooldown timer so it no longer clips off screen
- Reset the magazine size of the Combat Medic, and instead increased it’s damage by approx. 14% (27 to 29)
- Further reduced the rate of transparency of the Big Bubbler when it takes damage.
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Update 4.5 is released:
Additional changes made will be pushed towards 4.6.
Enjoy some QOL (Quality of Life) changes with the AI, including easier fighting on the frontlines with more stretched out spawning and faster despawing times in realistic battles. Furthermore, enjoy a stronger, more resilient, Big Bubbler, and a slew of bug fixes.
The next update will focus on changes from long-term analysis of battle data, and nerfing some qualities of weapons. Patch Notes of 4.6 will be released Wednesday
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Update 4.6 - Bug fix and Balance Patch
Release date: TBA
What’s new:
Weapon Classes
The following weapon classes have received statistical changes:Assault
- Increased reload time by approximately 6%
Support
- Reduced the interval to fire another shot after shooting by about 5%
Specials
Big Bubbler
- Reduced the rate of transparency when taking damage by approximately 24%
- Increased health by approximately 20% (800 to 960)
Punchdown
- Reduced the speed at which the explosion expands when used by about 9% and reduced the travel distance.
Reload Booster
- Increased cooldown time by 10 seconds.
Sub Weapons
The following sub-weapons have received statistical changes:Poison Gas
- Slightly reduced the amount of gas particles released and reduced the duration.
- The speed at which gas is released when used remains unchanged
Maps
- In Korsun, removed a rock on the British side that was overlapping with another rock, which was causing incorrect collision detection.
- In Iberain Castle, fixed a collision bug on the German side of the C point that prevented bullets from being shot even though a player was not in contact with the wall at the time
Bug fixes
- Reverted the bug causing the weapon to still reload after using the reload booster, as this caused more problems than normal.
- This fixes a bug where the weapons on all classes would not reload if Reload Booster was used in the previous match unless another Reload Booster was used.
This update focuses on lowering the attributes of some Specials and Sub-weapons, while fixing some Map issues and Bugs.
With some recent buffs made to the Assault class in previous updates, it has become increasingly powerful. Given that the class is built around versatility, should it be used well, can often be abused to make decisive victories in matches. Thus, a slight increase has been made to it’s reload time to limit the Assault’s firepower, whilst keeping it’s high versatility.
The Support class, hence it’s name, is built to solely support the team. However, its modest damage output, along with a high fire rate, makes it more of an offensive class than a supportive class. Thus, a slight rate-of-fire reduction has been done.
Big Bubbler’s increased utility in the previous update, while huge, still was not enough for it to be of any considerable use for a while. The bubble would still take extreme amounts of damage, and end early. Thus, it has gotten another HP increase. It’s rate of transparency has also been reduced to fix a bug making the special appear to have ended, even though in the code, it was still technically active.
After some battle trials with the Punchdown after the previous update, it again could be abused for decisive victories given how much ground it can cover. While this was buffed in the previous update, it was rather too much. Now, of that 11% increased size in the previous update, it is now 3%. This was done by reducing how fast the explosion expands.
Reload Booster pairs really well with the Marksman class, as the Marksman’s role is solely to take out enemy targets. A nerf has been done to the Reload Booster to make the game harder for those playing the class.
Poison Gas is an offensive sub-weapon designed for crowd control. While it has gotten a damage nerf in an older update, it’s still very effective, and again, can be abused. It has now been given a slight duration nerf.
These nerfs serve as a benchmark for further reductions in weapon performance to balance out the game’s AI in the future.
The next update will focus on weapon nerfs, and changes based on long term analytical data.
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@jeffreyrb03-gmail Can you give me feedback about my game? It’s almost finished, and I want to know if there is anything you might think might need to be changed before I stop working on it due to finals.
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@jeffreyrb03-gmail Can you give me feedback about my game? It’s almost finished, and I want to know if there is anything you might think might need to be changed before I stop working on it due to finals.
@sirbots I’ll play it within today or tommorow and let you know what I think. It seems very detailed from the patch notes and it looks like you put a lot of effort into the game, so I’ll make sure to play it.
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Update 4.7 - Mechanic and Balance patch
Release:TBA
What’s New:
UI
- Added 2 new backgrounds to the background rotation in the Main Menu.
- Changed the Title Screen
General Mechanics
- Reduced the size of the faded outline of the bullets fired and reduced the hitbox size.
- This is to fix several collision issues, and to adjust how players should aim when shooting
- Added a dispersion mechanic. Certain weapon classes will now have a set accuracy.
AI
- Slightly made the faded color outline of the bullets fired smaller and reduced the hitbox size.
- Slightly increased bullet dispersion when shooting whilst moving.
- For the Enemy AI, slightly tightened bullet dispersion when shooting at the player
Weapon Classes
Medic
- Reduced Damage from 60 to 56
Scout
- Increased the interval between shots fired by approx. 17% (1.5 to 1.8 seconds)
Anchor
- Increased damage from 19 to 20
- Increased reload time by approx. 13%
Specials
Big Bubbler
- Extended the duration of the shield by approx. 1 second.
Punchdown
- Made the explosion much more visible.
- This does not affect the explosion hitbox detection based on the ghost effect levels of the shield while expanding.
Other Changes
- Readjusted the collision mapping of Korsun so that it is no longer misaligned with the map visuals.
Bug Fixes
- Fixed a bug making the Big Bubbler only register one enemy damaging it at a time, and not adjust how much damage it takes from having multiple enemies on top of it at any given time.
Update 4.6 drops tomorrow!
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Update 4.7 - Mechanic and Balance patch
Release:TBA
What’s New:
UI
- Added 2 new backgrounds to the background rotation in the Main Menu.
- Changed the Title Screen
General Mechanics
- Reduced the size of the faded outline of the bullets fired and reduced the hitbox size.
- This is to fix several collision issues, and to adjust how players should aim when shooting
- Added a dispersion mechanic. Certain weapon classes will now have a set accuracy.
AI
- Slightly made the faded color outline of the bullets fired smaller and reduced the hitbox size.
- Slightly increased bullet dispersion when shooting whilst moving.
- For the Enemy AI, slightly tightened bullet dispersion when shooting at the player
Weapon Classes
Medic
- Reduced Damage from 60 to 56
Scout
- Increased the interval between shots fired by approx. 17% (1.5 to 1.8 seconds)
Anchor
- Increased damage from 19 to 20
- Increased reload time by approx. 13%
Specials
Big Bubbler
- Extended the duration of the shield by approx. 1 second.
Punchdown
- Made the explosion much more visible.
- This does not affect the explosion hitbox detection based on the ghost effect levels of the shield while expanding.
Other Changes
- Readjusted the collision mapping of Korsun so that it is no longer misaligned with the map visuals.
Bug Fixes
- Fixed a bug making the Big Bubbler only register one enemy damaging it at a time, and not adjust how much damage it takes from having multiple enemies on top of it at any given time.
Update 4.6 drops tomorrow!
@sirbots I really enjoyed your game! I tried a round and it’s awesome! It brought back nostalgia of gun games I used to play when I was little. I played a round of “Conquest” and I have to say, you are an awesome project maker. Conquest kinda reminds me of Points and Capture the Flag gamemodes in Pixel Gun 3D. The bots are awesome, and I’m suprised at how well they work. I can kinda sneak up behind them and shoot them but a lot of times they do kill me. I noticed 3 bugs though, you can leave the map a tiny bit beyond the map walls:

I feel like the maps could use more collision detection for at least stuff like bushes and walls so you can’t go through them.

there’s also a spelling mistake (“Defualt” should be “Default”), and the Interceptor and Anchor role buttons kind of are on the “Squadmate 3” button.The game has nice music, and the loading screen with loading tips is just icing on the cake.
You’ve made a pretty nice game. I like it! -
@sirbots I really enjoyed your game! I tried a round and it’s awesome! It brought back nostalgia of gun games I used to play when I was little. I played a round of “Conquest” and I have to say, you are an awesome project maker. Conquest kinda reminds me of Points and Capture the Flag gamemodes in Pixel Gun 3D. The bots are awesome, and I’m suprised at how well they work. I can kinda sneak up behind them and shoot them but a lot of times they do kill me. I noticed 3 bugs though, you can leave the map a tiny bit beyond the map walls:

I feel like the maps could use more collision detection for at least stuff like bushes and walls so you can’t go through them.

there’s also a spelling mistake (“Defualt” should be “Default”), and the Interceptor and Anchor role buttons kind of are on the “Squadmate 3” button.The game has nice music, and the loading screen with loading tips is just icing on the cake.
You’ve made a pretty nice game. I like it!@jeffreyrb03-gmail Thx! I don’t have the collision stop you from moving as the AI would break if it’s applied to them. So, to keep things fair, it only applies to bullets. I might add a way to stop ppl from going off the map. (Also, for more chaotic battles, you can change the player count in the main menu.)
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@jeffreyrb03-gmail Thx! I don’t have the collision stop you from moving as the AI would break if it’s applied to them. So, to keep things fair, it only applies to bullets. I might add a way to stop ppl from going off the map. (Also, for more chaotic battles, you can change the player count in the main menu.)
@sirbots You could do what I did and set an “if” statement to a certain position and teleport them back to the border if they cross it.
Edit: If there are different map sizes you could make many border lines for each map
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@sirbots I kinda liked the last music (from 4.5), I hope the changes aren’t too different
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@sirbots I kinda liked the last music (from 4.5), I hope the changes aren’t too different
@jeffreyrb03-gmail Just some more adrenaline pumping songs.
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Update 4.8 - General Update
Release date: March 15
What’s New:
UI
- Fixed the location of the Special Cooldown Timer
- Re-positioned the Locations of certain buttons in the Class Selection screen, and reduced the size of some of those re-positioned buttons.
Mechanics
- Added Airstrikes
- Occurs periodically, dropping up to 8 explosives in the designated drop zone.
- Occurs less in Realistic Battles
Maps
- Players now take damage if they move off the map.
Weapon Classes
Combat Medic
- Reduced the firing sound volume
Bug Fixes
- There are no bug fixes this update
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Update 4.8 - General Update
Release date: March 15
What’s New:
UI
- Fixed the location of the Special Cooldown Timer
- Re-positioned the Locations of certain buttons in the Class Selection screen, and reduced the size of some of those re-positioned buttons.
Mechanics
- Added Airstrikes
- Occurs periodically, dropping up to 8 explosives in the designated drop zone.
- Occurs less in Realistic Battles
Maps
- Players now take damage if they move off the map.
Weapon Classes
Combat Medic
- Reduced the firing sound volume
Bug Fixes
- There are no bug fixes this update
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@the_true_odst No, its not. If it calls for, I can nerf it in later updates. Why?
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@the_true_odst No, its not. If it calls for, I can nerf it in later updates. Why?
@sirbots If it’s not controllable, it might be annoying to randomly die because of an airstrike
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@sirbots If it’s not controllable, it might be annoying to randomly die because of an airstrike
@the_true_odst You have about 10 seconds to leave the drop zone before the bombs drop. Damage wise, they do about 15-35 damage per second as a placeholder.
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Update 5.0a - General and Mechanic Rework Update
Release Date: April 4th, 2025, 4:00 PM CDT
What’s New:
AI
- Removed & rewrote the targeting system for the AI
- The AI will now prioritize the closest enemy to them, but will occasionally shoot other enemies if there are multiple of them in the detection range. Enemy AI will shoot the player in a similar manner if the aforementioned enemy has other targets in their detection range.
- The AI will now shoot in random locations with a full 360 degree shooting angle, instead of a 180 degree in the direction they are facing.
UI
- Fixed multiple spelling issues.
Known Bugs
- If the player is on the German team, they could not reload their gun
The main focus of this update is to improve the targeting behavior of the AI.
Now, the AI can attack other clones directly, often the closest one to them, at any time. The range at which they track their target is much longer than the detection range of the player. Also, if they don’t have an instant target, and they are near the center of the map, they will then fire into the B point. The closer the bot is to the B point, the closer an enemy needs to be for the aforementioned bot to track and shoot at the enemy. The tracking is not fluid. THEY WILL INSTANTLY TURN WHEN SWITCHING TARGETS OR UPDATING THEIR AIM IN CLOSE-QUARTERS COMBAT WITH OTHER BOTS! Do not say that this has to be fixed. I cannot fix this. However, they will point towards their target coordinates fluidly, and will aim fluidly over long ranges.
Lastly, some spelling issues were resolved.
The next update will focus on bug fixes and balance patches from long term battle analysis data.
- Removed & rewrote the targeting system for the AI
-
Update 5.0a - General and Mechanic Rework Update
Release Date: April 4th, 2025, 4:00 PM CDT
What’s New:
AI
- Removed & rewrote the targeting system for the AI
- The AI will now prioritize the closest enemy to them, but will occasionally shoot other enemies if there are multiple of them in the detection range. Enemy AI will shoot the player in a similar manner if the aforementioned enemy has other targets in their detection range.
- The AI will now shoot in random locations with a full 360 degree shooting angle, instead of a 180 degree in the direction they are facing.
UI
- Fixed multiple spelling issues.
Known Bugs
- If the player is on the German team, they could not reload their gun
The main focus of this update is to improve the targeting behavior of the AI.
Now, the AI can attack other clones directly, often the closest one to them, at any time. The range at which they track their target is much longer than the detection range of the player. Also, if they don’t have an instant target, and they are near the center of the map, they will then fire into the B point. The closer the bot is to the B point, the closer an enemy needs to be for the aforementioned bot to track and shoot at the enemy. The tracking is not fluid. THEY WILL INSTANTLY TURN WHEN SWITCHING TARGETS OR UPDATING THEIR AIM IN CLOSE-QUARTERS COMBAT WITH OTHER BOTS! Do not say that this has to be fixed. I cannot fix this. However, they will point towards their target coordinates fluidly, and will aim fluidly over long ranges.
Lastly, some spelling issues were resolved.
The next update will focus on bug fixes and balance patches from long term battle analysis data.
- Removed & rewrote the targeting system for the AI
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