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To The Death update for 29 February 2024

Improvements to game controls, performance and bot spawning

Share · View all patches · Build 13604463 · Last edited 29 February 2024 – 19:09:33 UTC by Wendy

Patchnotes via Steam Community

Player control change

Player can now stand still and aim if they are only pushing the aim stick and not the move stick (previously it was hard to aim without the character also moving slightly), but if both sticks are being used this results in a combined aim and movement in which the aim stick contributes to movement speed as well as controlling aim. Sounds complicated, but give it a try. It keeps the nice movement from before but allows better aiming too. Feels better than before.

Bot Spawning significantly improved

Previously each bot spawner would spawn it's bots at one, predefined / invisible, location that never changed. Now each spawner has three points at which it can spawn a bot. These three points are clearly marked by spawn pads, which are evenly distributed around the arena. Bots will usually spawn at the pad which the player is closest to. This makes the gameplay much harder as the player will find less opportunities to runaway from spawn points and wait for health kits and weapon pick ups to be thrown to them by the crowd. However, as the player increasingly damages a spawner, in increments of 100 damage to its health, these spawn pads will gradually be destroyed one at a time as well, earning the player some breathing space. Even in medium difficulty I've personally found the game much more intense now.

Performance improvements

When a new arena generates it now also discards all structural elements that didn't get used. This frees up some memory.

In PvBOTS mode only the first two rooms of an arena will initially be made active (previously all would start off active, meaning the unreached rooms were using memory by running weapon and bot spawners that the player had nowhere near reached yet). Now only the room the player is in and the one ahead will be active until the player progress to the next room, at which point the following room will also load.

There was still a problem of the game sometimes not returning to menu after completion of a bot arena or sometimes a door between rooms wouldn't open when it was supposed to. This has all been fixed by an intermittent procedure that counts the number of existing bots, providing a reliable condition for the next door to open or at the end of the arena to return to menu. I've tested it several times and has worked consistently so far.

MISCELLANEOUS

Assorted minor improvements to arena generation have been made in specific rooms. Don't ask me to list them though as I've lost track.

COMIGN SOON - MAJOR GRAPHICAL OVERHAUL TO MAKE ARENAS LOOK MORE STIMULATING, ATMOSHPERIC AND THEMATICALLY INTERESTING !!!

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