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6 – THE GREAT COMEBACK UPDATE

Changelog:
If you don’t want the surprise to be spoiled, I suggest
coming into the update blind. After playing around or for
more details, refer to the changelog below.

General:
• Now the game also pre-loads custom JRMP assets in order to
avoid stutters during fresh launched games.
◦ Of course that also means the game is going to load a bit
longer (but that's the matter of miliseconds).
• A big Main Menu, lobby background appearance overhaul
• Added a new JRMP Button!
◦ "Most players don't expect seeing new stuff in already
existing menus. People had no idea that Easy Mode even
exists or that they can change the curse sound easy. I
decided to make such options and systems much more
obvious."
◦ Moved JRMP Options to a dedicated button on the Main
Menu
• Improved Accolade System:
◦ "If you're not aware of it, killing an enemy in one hit while
wearing Boxing Gloves leaves a satisfying sound with
lights. I want to take that idea and create more accolades
for outstanding maneouvers and performances"
◦ CRIT!
▪ You receive it by collecing Boxing Gloves and killing
somebody in a single hit
▪ Now it requires to be a kill, not a strong punch
◦ GIBBED!
▪ You receive it by killing somebody by gibbing using a
Combat Bomb - usually when it explodes on the victim's
head
▪ Can't be received if the Combat Bomb kills the user
◦ HIJUMPED!
▪ Granted when you kill someone with a Hijump when
above the enemy
◦ MINEXECUTION!
▪ Kill someone with the Land Mine explosion after
punching that Land Mine shortly before.
• Brand new and improved, more brutal degibbing sounds. Feel
the power when you rip this guy's head off!
◦ Too brutal? Go enable Kid Friendly mode!
• New Pickup Counter / Throw Teching mechanic!
◦ If you suspect your opponent is about to pick you up, press
the button shortly after.
◦ If your reaction is spot-on, the guy won't pick you up and
instead you'll knock them back.
◦ Don't spam the button though! That will cancel out the
chances of you ever knocking them back. Keep practicing!
• New Punch Stamina Mechanic:
◦ Each consecutive punch is weaker
◦ Not punching for a while will restore punches’ power
• New Gamemode: Get the Target
◦ Huge thanks to Froshlee for his contribution!
◦ Kill the target to get points. If you’re the target, survive
the amount of time to score!

Powerups and Bombs:


• Fixed Health powerup not appearing after Curse spawned (as
well as other powerups)
• Bigger Blasts:
◦ "My friends joked that Bigger Blasts was an useless
powerup, since there wasn't a noticable effect. I always
laughed at it and said - that tiny centimeter just might
blow the bomb in your arm. But then I sat back and
realised that the powerup doesn't have any kind of visual
feedback. It is powerful, but you don't feel it. Also it's not
as strong as it should be. So I made some VFX to it! That
should do it! Blowing things up with this is super fun
now."
• Bombs that benefit from this powerup:
◦ Now have a yellow glow
◦ Now their explosions are slightly yellow
◦ Now make an additional sound effect during its explosion
to make them more powerful
◦ Now generate sparks (purely cosmetic)
◦ Additional value to blast radius from this powerup is now
additive instead of multiplicative of default value, now
making this powerup more viable to bombs with not so big
blasts (for example Impact and Combat Bombs)
◦ Now the additional value to this powerup is +0.85 to the
original blast radius value (2.0), making the stock bomb
blast 50% bigger and Impact Bomb blast 41%
• Knocker: Now they cannot be detonated by other bombs to
avoid insta-killing with them
• Curse: Now curse range depends whetever or not it's COOP,
PVP or when becoming cursed is common.
• Dynamite Pack
◦ "A huge complain from the players come from the fact
that this bomb lags the game alot. I don't blame them,
since I experienced it. I did everything in my power to
decrease the net hogging. Now using one or two bombs is
far less laggy, which should help."
◦ Clusters are no longer short-fused bombs, but explosions
instead
◦ Sparks no longer generated on cluster explosions
◦ Decreased the amount of clusters from 16 to 12, while
maintaining the same gameplay gimmick
◦ Decreased bomb blast radius (to 0.7 from 0.75) and cluster
blast radius (to 0.45 from 0.65)
• New Bomb: Magnet Marble
◦ Activates shortly after release
◦ After activation:
▪ It chases the nearest player around
▪ Detonates on impact with the player
▪ Moves faster and faster the longer it is deployed
▪ Jumps from time to time. Each jump is higher.
▪ Explodes on its own after a longer period of time
• New Bomb: Fire Bomb
◦ Deals not much damage on its own
◦ Sets people on fire for 8 seconds. For people set on fire:
▪ Deals 800 total damage over-time (1000 is full health)
▪ Punches deal 10% more damage
▪ Fire can be passed from person to person by punching
and picking up
▪ Immune to freezing - freezing removes fire
◦ Thaws frozen players without dealing damage to them
◦ Fire Bomb explosions deal 25% more damage to lit players
• Ice Bomb:
◦ Extinguishes lit players without dealing damage to them
◦ Added some visual effects
• Land Mines:
◦ "Land Mines are one of the most underwhelming bombs in
the game. They are easily dispatched and when they work
as intended, they cause frustration. I want to make these
babies strong again, so harder to remove."
◦ Land Mines now have a "damaged" state. If a bomb
detonated near a mine, it enters a "damaged" state. One
more explosion detonates the mine.
◦ Now Land Mines explode on definite movement rather than
on touch, but only for PvP gamemodes. That removes
accidental touches and dying because of it.
◦ Land Mines do not explode, when bombs touch them.
• "A lot of bombs with huge blasts can be annoying to play
against. A lot of times during combat I heard comments like:
'How did that hit me?', making the bombs detonate in their
hands. What I decided to do is make some bombs with bigger
radius a bit smaller and increase the damage output."
• Ranger Bomb:
◦ "A great idea on paper, but in practice it doesn't stack up
to the other bombs. It's hard to judge four seconds, it's
not satisfying to use enough. I decided to make some
changes in order to REALLY show the power."
◦ Increased explosion power (from 1.15 to 1.25)
◦ Decreased explosion radius (from 1.8 to 1.6)
◦ Ranger Bombs now do a heart beat sound that is supposed
to help with fuse timing and create tension.
◦ Just before explosion:
▪ A charging sound plays
▪ The bomb flashes
◦ Players killed with the explosion disintegrate with a new
sound effect
• Dizzy Cake:
◦ Decreased explosion radius (from 2.5 to 2.30)
◦ Increased damage scale received from that bomb (from
1.35 to 1.5)
◦ Added three new jingles that can occur after the bomb is
activated
◦ In Epic Mode, the jingles aren't cut out before the bomb
explodes
◦ Made throwing the bomb a little easier (depends on your
characters speed)
◦ Dizzy players now have a hand seizure throughout.
◦ After dizzyness ends, there's a subtle sound letting you
know (phew!)
◦ Now dizzy only applies to living enemies
◦ Bombs affected by Dizzy Cake get launched to the nearest
player
• Hi-Jump:
◦ "Hi-Jump was a very clunky tool that was rarely useful. In
2.5, it's biggest strength was vertical movement, but I
wanted to push this powerup to its limits. I decided to
totally rework this tool in order to have more uses (like
offense) and allow some clever play.”
◦ You can use Hi-Jumps while stunned (you can't while
frozen)
◦ Landing on ground doesn't stun for long, no matter how
hard the fall is
◦ Hi-Jumping extinguishes flames
◦ Hi-Jump propels you slightly forward based on your
momentum and direction you're moving. If you plan to
jump over a gap, that should be easier.
◦ Mid-air control is now easier to manage.
◦ Changes against enemies:
▪ Knocks 5x further
▪ Deals MASSIVE damage when used under an enemy
▪ Killing somebody this way grants you an Accolade

• Overdrive: Fixed the Overcharged light not disappearing


when cured from Curse
• Speed Boots:
◦ Now Speed Boots can be used only when running.
◦ Speed Boots cannot be used when holding something.
◦ Restrictions for most gamemodes have been revoked.
▪ Exceptions are Chosen One, Race, Assault and similar
(can complete objectives faster without carrying stuff).

Maps and Characters:


• New Character: Lucy Chance
◦ Available from the start
• New Character: Klaymen
◦ Available from the start
• New Character: Willy
◦ Available in the store for 1500 tickets
• Spy: Icon background is darkened
• New Stage Gimmick: Bumper
◦ Currently available on The Pad
◦ Knocks every bomb and player away on touch
• Stage Gimmick - Moving Platforms:
◦ They do not respond to being weighted as much, so they
should be more consistent.
◦ Now they don't get stuck on edges as easily.
• Stone-ish Fort:
◦ Fixed the broken texture
◦ Made the cliff higher (so it doesn't cut out in the view)
◦ Changed some map proportions, so it isn't unnecessarily
huge
◦ Moved team flags to different locations to make capturing
flags not as easy
• Morning:
◦ Moved the letter blocks further away from the slope
◦ Moved TNTs in-between letter blocks and slopes
◦ The map is less vertical and the slope is in a more
manageable angle.
• Roundabout:
◦ Removed that annoying wooden block in the middle
◦ Moved team spawns away from the flag (to give attackers
some chance at capturing it)
◦ Moved two halves of the map further apart (to stop gap-
capping and arc jumping across)
• Courtyard:
◦ Moved player spawns away from powerup spawns
• Bacon Greece:
◦ Added animated water moving texture
◦ Added a subtle sea ambience
◦ Falling off the map creates a splash sound effect

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