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Teamkill update for 18 August 2022

Teamkill 0.1.6.4

Share · View all patches · Build 9338290 · Last edited 23 February 2024 – 14:02:57 UTC by Wendy

Patchnotes via Steam Community

Howdy gamers, this update is mostly about making use of Godot 3.5's new features for some better performance, reworked AI and some minor stuff like players' heads following their aim.

Oh, it also removes the "Kill" mode, because it simply doesn't work very well if at all, may or may not come back as a "enable player health" option or something.

CHANGES

  • TK uses Godot 3.5's physics interpolation now, plus lowered physics tick rate from 240 to 90. This might affect bunnyhopping a bit but otherwise movement has been tweaked to feel mostly the same as before, but significantly increasing performance (especially with bots)
  • AI reworked to use new pathfinding system included in Godot 3.5, and process movements in batches, rather than all at once
  • AI now tries to target nearest enemy instead of "tunnel visioning" onto just one. Also aim speed is now affected by distance to target.
  • Player model's head now looks towards where the player is aiming, instead of just straight ahead
  • Removed "Kill" gamemode for now
  • More messages for getting kills/killed and match ends
  • Replaced player nametags with new 3DLabel ones instead
  • Player models update animation blending at a fixed tickrate instead of each physics frame
  • Changed how weapon models are loaded in, and applied to player models. This one's really just for me though because it was a jank nightmare before and trying to make any changes would just cause it to be backwards before for some reason... ANYWAY...

FIXES

  • AI has a maximum amount of targets to keep track of now, currently set to 3 targets max
  • AI should now face where they're going, or who they're targeting a bit more properly
  • AI less likely to jump on steep slopes
  • Slightly improved the time it takes to spawn players
  • Fixed bug where bots wouldn't spawn when starting a new match after being returned to lobby
  • Steam Rich Presence doesn't claim you're on the team of a player who just spawned, anymore
  • Fixed some scripts running unnecessarily every physics frame
  • Fixed decimals being rounded to whole numbers when changing player speed values in the host menu
  • Teamguy's hand shouldn't stick out of the railgun anymore
  • Jank band-aid fix in the case the game starts without any gamemode rules set. Server should now tell everyone to go back to lobby if this happens, and display a message in chat.
  • This doesn't matter at all but fixed Teampill's railgun model's scale and position to match the original prototype version of the game better

With that said, you'll probably still encounter performance issues with the AI, and the re-work meant losing some of the behaviors like keeping targets at a distance, that I haven't had time to re-do yet. Only temporary, though! :)

Teamkill Windows Depot 1730021
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