From e4d2075bfd09c5cba0b555f861a584bcb8f57610 Mon Sep 17 00:00:00 2001 From: aszlig Date: Fri, 20 Apr 2018 12:00:41 +0200 Subject: games/invisigun-heroes: Update to version 1.6.50 New features: * UI: Player colors are changeable in the lobby for the match * UI: Available powerups can be customized in match setup * UI: Exported animated GIFs have an end card with the winning hero, date, and Steam name Updates: * PROTEUS: Scanner drone shock count reverted to 3 pulses instead of 2 * CRONUS: Bomb drop speed increased from 10 to 12 * CARMEN: Blocks take 3 bumps to remove the reflector shield instead of 5 * CARMEN: Max simultaneous blocks reduced from 3 to 2 * CARMEN: Spam detection time window increased from 0.5s to 0.75s after placing a block * PHOEBE: Phoebe can't teleport back for 0.25s after teleporting * RONIN: Spam count reduced from 3 to 2 slashes before cooldown sets in * GAME: Guardians deploy from powerup pickup position * GAME: Land Grab default time limit reduced from 150s to 90s * GAME: Birds will scatter from Aether's pound and Cronus' bombs * GAME: More heroes can reliably buffer the next shot during their ability * NET: Host join key is persistent for the entire game session if the region is the same * NET: Last client join key used is saved for the session * UI: Guardian shows an indicator over targeted players when they are visible * UI: Title & Invisigun electricity FX don't continue forever * UI: Initial player choice is consistent (always begins on Selene) * UI: Custom phrases show an indicator on the victory phrase dialog * UI: Changed training pause label from "Exit" to "Menu" * UI: Updated victory phrase character presentation * UI: Lobby hero selectors show a loading spinner until they're ready for input * UI: Improved some powerup icons * UI: Added some icons to options buttons * UI: Smoother and more accurate replays and exported GIFs * UI: Even faster animated GIF exporting * UI: Replay GIFs show connection strength for online matches * UI: Better mini powerup icons on the scoreboard * SFX: Updated map loading audio cue * GFX: Power shots have a subtle animation on the front of the projectile * GFX: Softer rolloff for lighting fx Map updates: * The Conundrum: layout adjustments * Polar Express: minor tile swap, fewer ember spawns from the edges Fixes: * CARRIER: Fixed some bumping and positioning issues * SELENE: Selene can't evade scanner drone detection by jumping anymore * SELENE: Fixed not being able to buffer a shot after a double jump * CRONUS: Fixed issues with bomb trail timings when the game is paused * CRONUS: Fixed drop target stopping when bringing up the match menu during an online game * CRONUS: Fixed soot tracks sometimes showing up where a player was before stepping into soot * PHOEBE: Fixed proper destruction of projectiles teleported under mine carts * PHOEBE: Added some failsafe checks to prevent Phoebe getting shot immediately after teleporting online * PHOEBE: Potential fix for getting shot right after teleporting online * EPI: Fixed real Epi disappearing from spectator view & replays while ghost Epi is teleporting * EPI: Fixed possibility for remote client Epi to teleport to ghost's position on button mash * EPI: Fixed ghost Epi not leaving soot prints from Cronus' bombs * IRIS: More accurate powerup pickups while dashing online * IRIS: Fixed occasional failure for client dashes to work properly on remote connections * IRIS: Fixed occasional inability to dash through proximity doors * RONIN: Fixed some slash FX not showing up for remote clients * GAME: Fixed incorrect bot showing victory pose * GAME: Guardians could destroy the wrong shots if the original target was already destroyed * GAME: Fixed potential for mine carts to get stuck against some rocks * GAME: Fixed conveyor belt speed and player positioning due to physics timestep changes * GAME: Potential fix for projectiles sometimes stalling * GAME: Powerups don't repeatedly drop while the match is inactive * GAME: Fixed potential for projectiles to sometimes ricochet in diagonal directions * GAME: Fixed potential for two orthogonal projectiles to sometimes create diagonal cluster bombs * GAME: Fixed players not being able to get hit by their own split shots * GAME: Fixed players being invulnerable to their own cluster shots * GAME: Improved accuracy of cluster bomb spawn location * GAME: Fix for hitting your own resisted shots if walking into them with lag * GAME: Fixed an issue causing short stun times canceling existing, longer stun times * GAME: Fixed occasional possibility for players to be invisible during respawns or round resets * UI: Navigating back from Match Setup after arriving from Host a Match returns to Join Scene * UI: Fixed incorrect "up" controller label on player selectors in lobby * UI: Fixed traning pause menu input label when switching between keyboard and controllers * UI: Fixed spectator replay controls when switching between keyboard and controllers * UI: Fixed flickering UI elements on instant replay following export of GIF * UI: Fixed erratic replay lengths, playback, timing and GIF exports depending on device specs Full upstream change log: https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt Signed-off-by: aszlig --- pkgs/games/itch/invisigun-heroes.nix | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'pkgs/games/itch') diff --git a/pkgs/games/itch/invisigun-heroes.nix b/pkgs/games/itch/invisigun-heroes.nix index ea4345c3..71d81d8c 100644 --- a/pkgs/games/itch/invisigun-heroes.nix +++ b/pkgs/games/itch/invisigun-heroes.nix @@ -4,14 +4,14 @@ buildUnity rec { name = "invisigun-heroes"; fullName = "Invisigun Heroes"; saveDir = "Sombr Studio/Invisigun Heroes"; - version = "1.6.25"; + version = "1.6.50"; src = fetchItch { name = "${name}-${version}.zip"; gameId = 25561; uploadId = 208583; version = "v${version}"; - sha256 = "0kd6z70m85p0iyhipcgxw8x43h662jiwk4r3s1q94nn9zpndwj5s"; + sha256 = "1p5zx8xs0gjsimkwli23cw41r55vy7dy9rlrqiwk9lvm9si4rn9i"; }; sandbox.paths.required = [ "$HOME/Invisigun Heroes" ]; -- cgit 1.4.1