New Training Content
The old tutorial has been replaced by 2 new levels, "Combat Training" and "Flight School". Not only do they contain updated learning materials for noobs, they also contain minigames.
In combat training, you'll be defending a flag from increasingly difficult waves of enemies.
In flight school, you'll be sliding down a rocky half pipe trying to jump through hoops.
Both of these minigames get progressively harder forever and have leaderboards, so I'd highly recommend trying them out even if you already know how to play.
Grenades now have a number of audio/visual effects to let you know when they're dangerous.
Graphical Menu Overhaul
The menu has received a nice paint job and the options tab has been heavily upgraded. There are now little 3D models that pop up on various tabs to show you what you're actually changing.
Full Button Mapping
Buttons can now be freely configured to suit whatever needs you may have.
Oculus Touch Support
Oculus Touch controllers are now properly supported! There is a sensible default control scheme and your hands/guns will be adjusted to match your controller location. All references to buttons will be switched out according to your HMD type and button mapping settings.
Default Player Options Changes
Default player options have been changed to what I believe to be the optimal way to play. This will not affect existing settings, only new users.
- Players now default to white to differentiate noobs from bots
- Ammo location now defaults to rear instead of front, to prevent obscuring your vision when looking down
- Holster location now defaults to "Shoulders" to prevent issues when grabbing weapons off the ground
Equip Logic Upgrade
In the default "overloaded grip" control scheme, a quick tap of the grip button would pick up weapons or eject a magazine depending on the context. Holding the grip for 1 second would cause you to drop a weapon.
With this improvement, pickups will now happen on button press rather than on release. Holding the grip for 1 second will prime the weapon to be dropped, but it won't actually happen until you release the button. Additionally, there's visual and haptic feedback to let you know when you're ready to drop your weapon.
This setup feels much better and allows you to throw weapons if you want to.
Bugfixes and Improvements
- Equip/Drop/Reload netcode has been significantly streamlined to decrease lag
- Attempting to grab a new magazine when you don't have any now plays a little sound
- Equip logic now favors foreign weapons over holstered ones, to prevent conflicts when using hip holsters
- Wall jumps no longer cancel your fall, instead simply adding to your current velocity
- Fixed a bug where "Superhero" sprint players would gain altitude instead of diving