Crescent TTT Update: January 17th

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Opalium

Stay awesome
Joined
Jun 21, 2019
Messages
429
Crescent TTT Update: January 17th
Quiet before the storm.


Greetings, Crescent!

Welcome to the first patch of 2020! While we're preparing for the big update arriving later this January, there are a few more pressing issues that need to be addressed - which is what we're going to do in this update. We're going to tackle numerous things here, including weapons balance, QoL changes, and most importantly: new ways to earn currency.

Let's go!



Patch Notes - January 17th 2019


Weapons, WepMods & Traits
Let's start with the obvious. Unlike last time, there aren't any groundbreaking changes here. We're keeping things mostly intact for now to avoid complicating the changes coming later on with the bigger update, so these are just small tweaks to address the immediate problems.

Weapons
  • M4A1
    This one shouldn't really be surprising to anyone. The M4A1 is a solid assasult rifle that is favored for its high damage, which in the right conditions can leads to some devastating combos. The majority of players agree, however, that the M4A1 is also ridiculously accurate, making it a superior choice to all other options due to having very few weaknesses overall. We are therefore toning down this accuracy by increasing both its recoil and spread a little bit, without going too crazy.
    .
    • Recoil: Up 0.35u; Down 0.15u; Side 0.05u; -> Up 0.4u; Down 0.2u; Side 0.1u;
    • Spread: 10% -> 12.5%
      .
  • M4A4
    Like its brother, the M4A4 is also too accurate for what it does. We're giving it the same treatment as the M4A1 to bring it back in line with the other ARs without hindering its special capabilities.
    .
    • Recoil: Up 0.4u; Down 0.2u; -> Up 0.45u; Down 0.25u;
    • Spread: 10% -> 15%
      .
  • Galil
    On the other side of the scale from the two M4s is the Galil, which is too inaccurate in its current state. Its high rate of fire makes even small increases to recoil into significant movement, so we're toning the knob down very slightly to make sure the Galil doesn't feel too uncontrollable.
    .
    • Recoil: Up 0.4u; Side 0.15u; -> Up 0.3u; Side 0.1u;
      .
  • MAG-7
    The MAG-7 was designed to be a short range killing machine, with a very high fire rate compensated by a large inaccuracy penalty. It turns out, however, that this inaccuracy bouns was not enough still, and the MAG-7 could deal some surprising damage in ranges longer than intended. You can probably guess what's next, then.
    .
    • Recoil: 0.9u -> 1u
    • Spread: 33% -> 45%
      .
  • Famas
    Whoops! When we fixed burst fire last patch, we accidentally changed a certain value we shouldn't have, which resulted in the bursts of the Famas being slower than intended. It's fixed now!
    .
  • K-AS TA-3000
    • Fixed a bug where the weapon would sometimes fail to fire, locking it temporarily/permanently.
      .
  • Disguiser (T)
    • Disguising now changes your player model to the default one and disables all Legendary Effects until you deactivate the disguise.
      .
  • Riot Shield (D)
    • Fixed a bug where the pistol used with the Riot Shield would fire ghost shots or fail to fire completely.
    • Fixed a bug where the pistol used with the Riot Shield would show an incorrect amount of piercing bullets available.
      .
  • HexShield (D)
    • We're temporarily disabling HexShield while we investigate an issue with it that could cause sharp performance drops to some players.
      .
  • General
    • Added a new option: "automatically reload weapon if fired while empty" (Can be enabled in the Hub->Settings->Weapon settings)
    • Improved the inner logic of bullet firing to improve performance.

WepMods
  • Rapid Fire
    Rapid Fire is still too good. Even with the nerf it took last time, it's still able to dish scary amounts of damage in a short time on certain weapons. Since further reducing the bonus would be too much in this case, we decided to instead introduce a penalty to compensate for the increased fire rate it provides.
    .
    • Spread: +0/0/0% -> +5/8/10%
      .
  • Destruction
    And unlike Rapid Fire, we took it too far with Destruction last patch. The bonus reduction was fine, but the introduction of an additional penalty ended up rendering this once dominant WepMod pretty useless, with too much sacrifice for what it gives back. We're therefore cancelling this additional penalty in hope of bring Destruction back in the game.
    .
    • Spread: +15/15/15% -> +0/0/0%
      .
Traits
  • Gravity & Knockback
    • Duration: 5s -> 7s
      .
  • Shadowbound
    • Can now be ended early by dropping the weapon.
      .
  • Sonar
    • Duration: 4s -> 3s
    • No longer detects disguised or shadowbound players.
    • Fixed a bug where Sonar could not be activated using the "impulse 10" bind.
      .
  • Warp
    • No longer disables movement when warming up.
    • Fixed a bug where the warm-up state could lock, making you unable to take any action.
    • Cooldown now only starts if the warp target is alive.
    • Player will now see an indicator when someone is able to warp to them.
      .
  • Misc.
    • Fixed a bug where some weapons would experience a delay between activating a Trait and being able to fire again.
    • Some Traits will now show a progress gauge when active to let you know when their duration is ending.
    • General code improvements to Traits.

Items & Economy
It's time to get rich! We're making a few significant changes to the economy of Crescent today, with two main changes heading the charge: new ways to earn Shards by simply playing the game, and an increase in drop chances across the board. This, of course, is just a small portion of what we are preparing for you - so like before, stay tuned.
  • Low/High Population Modes
    This is a new system that allows you to earn Shards in new ways by simply playing the game. You can now earn shards for winning rounds, scoring kills, or simply being online! With the new low/high population modes, tasks are no longer the only way to progress in Crescent, and there are now more reasons than ever to join and play Crescent TTT.
    • This system is split into two modes: low population mode and high population mode.
    • When in low population mode (8 players or less), players will passively earn shards over time as long as they are in the server.
    • When in high population mode (9 players or more), players will earn Shards for playing rounds, winning them, and for scoring valid kills.
    • This is a new feature that is likely to go through some tweaks and changes according to its performance. Your feedback is appreciated!
      .
  • Drops
    • The drop chances for all qualities have been increased, making it more likely to unbox higher quality items.
    • The drop rate of crates at the end of the round has been tripled.
      .
  • Tasks
    We're removing some tasks that have caused us various headaches for a long time and encouraged metagaming due to their nature. This is mostly a hotfix to address these problematic tasks - the big task rework is awaiting you in a later update, and will introduce more changes and new concepts to the tasks system. Stay tuned!
    • The task "Medic!" (heal other players) has been removed.
    • The task "The Big Bang" (kill players with C4) has been removed.
    • The task "Specialist" (kill players with your role's special weapons) can no longer appear as a monthly task.
      .
  • WepMods
    We hear you. You wanted this - you got this.
    • WepMod can now be removed from a weapon without the use of a WepMod remover. Removing a WepMod this way will destroy the WepMod.
    • Using WepMod Removers will now remove a WepMod from a weapon without destroying it, allowing you to use it again.
    • Add the Cosmetic WepMod Remover, which can remove cosmetic WepMod from a weapon (e.g. Sights).
    • WepMod Remover I can no longer remove cosmetic WepMods.
      .
  • Misc
    • Fixed a bug where buff prompts would show multiple times.
    • Improved some chat prompts.

Gameplay & Misc

  • Fun Rounds
    Fun rounds are getting a lot of love this patch, with improved rewards, QoL changes, and many bug fixes.
    • Fun Round rewards have been significantly increased.
    • Team-based fun rounds will now properly display and give their rewards.
    • Fixed a bug where you could not suicide in some fun rounds.
    • Fixed a bug where fun rounds would glitch out and lock the game until a forced round restart.

    • Gun Game
      • Kills are now credited to whoever dealt the most damage to a player, instead of who dealt the last hit.
      • Players are now fully healed when they score a kill.
      • A reward is now given to the player who died the least instead of the one who scored the most kills (which is the same as the winner). This only counts players who were active during the round to prevent abuse.
      • Spawn protection time has been reduced to 2 seconds.
      • You can now suicide during Gun Game.
      • Changed the order of levels to group similar weapon classes together and normalize difficulty.
      • When the player count is low, Gun Game will now start in a shortened mode with less levels overall.
    • Bomb Rush
      • When the player count is high, the round will start with two bombs instead of one to make things more interesting. It will then revert to one bomb as the round progresses and less players remain.
      • Improved the hit detection of the bomb SWEP.
    • Head Hunt
      • All players are now forced to use the default player model during Head Hunt to avoid hitbox issues.
    • Team Deathmatch
      • Now properly rewards and displays the rewards on round end.
      • Changed the way damage blocking works to prevent the red screen effect when hitting a teammate.
        .
  • Content Download
    • The hotloading system has been disabled for the time being in favor of good ol' Workshop downloads. This will increase the stability of your client and reduce crashes when joining the game.
    • This means players will need to download all of the content before joining the server. You do not need to redownload if you already did through hotloading, though.
    • We are looking into ways to improve the hotloading process and will reintroduce this system at a later date, new and improved.
      .
  • Misc
    • Added killboxes to various exploitable areas in maps to prevent players from reaching them. Thanks to @DrSensiSoul for helping with this one!
    • Fixed an exploit where Knockback could be used to climb into the Traitor room in the toilets of Innocent Motel.
    • Updated the MOTD to use the CrescentUI framework. The MOTD can now also be closed by pressing Esc or Space. At last.
    • The holy error of Crescent TTT (praise be upon it) can now be disabled with the convar "crescent_holy_error". Default is disabled. Blame @veri.
    • General improvements and fixes around the code base.




And that's it for this one! This is not a very big patch (because again, we're saving the big guns for later), but it still contains some significant changes - especially those related to the economy such as earning shards and the drop chances. With these changes, you have all new reasons to play CTTT and earn stuff. Cool!
This is an intermediate patch on the way to the big January update we're planning, which will introduce much bigger things into the game. Stay tuned and see what we're cooking for you - it's gonna be something special. :cafe:


Thanks for playing! Enjoy Crescent.

Stay awesome,
~Opalium
 
Last edited:

UncleBee

Veteran Member
Crescent Lite
Joined
Sep 14, 2019
Messages
183
Does this mean we can be online 24/7 and earn shards
 

Zyp

Veteran Member
Joined
Aug 8, 2019
Messages
118
Veri is a traitor to the holy error, he must be punished.
 
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Dolph1n

we ballin my ninjas ⛹️
Crescent Lite
Joined
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Messages
114
Warp
  • No longer disables movement when warming up.
  • Fixed a bug where the warm-up state could lock, making you unable to take any action.
  • Cooldown now only starts if the warp target is alive.
  • Player will now see an indicator when someone is able to warp to them.
    .
Gun Game
  • Kills are now credited to whoever dealt the most damage to a player, instead of who dealt the last hit.
  • Players are now fully healed when they score a kill.
  • A reward is now given to the player who died the least instead of the one who scored the most kills (which is the same as the winner). This only counts players who were active during the round to prevent abuse.
Low/High Population Modes
patch highlights right here lads
 
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Dolph1n

we ballin my ninjas ⛹️
Crescent Lite
Joined
Aug 8, 2019
Messages
114
Does this mean we can be online 24/7 and earn shards
You won't earn passive shards while in spec. As for people who do +forward or something along those lines to avoid being auto-speced, we can always decide what to do if that becomes an issue.
 

Teamgun

:)
Crescent Ultra
Joined
Aug 8, 2019
Messages
37
You won't earn passive shards while in spec. As for people who do +forward or something along those lines to avoid being auto-speced, we can always decide what to do if that becomes an issue.
i was just on an empty server for like 30 minutes and kept earning shards this is not true
 
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Torbjörn

RDMing eGril since 1963
Crescent Plus
Joined
Aug 11, 2019
Messages
270
All players are now forced to use the default player model during Head Hunt to avoid hitbox issues.
I feel like this should be for all fun rounds, it's not fun when someone gets away with using a tiny model in any fun round.
Fixed an exploit where Knockback could be used to climb into the Traitor room in the toilets of Innocent Motel.
This issue exists on Datmap too.
 

Opalium

Stay awesome
Joined
Jun 21, 2019
Messages
429
Hi again, Crescent!
I'm deploying a follow-up patch with some small tweaks and fixes to the changes from a few days ago. Here they are:



Patch Notes - January 20th 2019

Weapons
  • K-AS TA-3000
    • Another attempt at fixing the lock-up problem. Hopefully it worked this time.
      .
  • General
    • Fixed weapon sound level being lower than intended, which caused their sounds to cut off at shoter distances. (970)
    • Fixed a bug where using the quick switch hotkey for special weapons didn't work. (799)
      .
Items & Economy
  • High Population Modes
    • Round win: 20 -> 15 shards
    • Kills: 5 -> 3 shards
    • Spectators can no longer earn any of these rewards.
      .
  • Items
    • Rare items scrap value is now 75 shards.
      • This is a change we will continue to monitor and adjust as necessary.
    • Precious items scrap value is now 300 shards.
      • This is a change we will continue to monitor and adjust as necessary.
    • Adjusted the HP penalties of some player models:
      • D.Va: 80 -> 90 hp
      • Ruby Rose: 80 -> 90 hp
      • Tracer: 90 -> 100 hp
      • Scathach: 100 -> 90 hp
    • Improved some item descriptions based on community feedback.
    • Fixed a bug where end themes would not reset when unequipped. (1112)
      .
  • Misc.
    • Fixed a bug where prestiging a weapon would not mail its WepMods back.
    • Fixed a potential bug with the "Level Up!" task (968)
      .
Gameplay & Misc
  • Fun Rounds
    • Fixed a bug where kill credits didn't reset properly on respawn in Gun Game.
    • Fun rounds no longer provide high-pop rewards.
      .
  • Misc
    • Removed some of the killboxes in Jondome, Metropolis, and Rooftops. Thanks for your feedback.




Enjoy!
~Opalium