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v1.6.100 Update: Ability Boost and Emotes :D


The latest patch is now live, with a pretty massive changelog! While most of you will care most about the new features, I’d definitely encourage you to check out all the other updates and fixes. Most notably, you can now edit the match settings without having to leave the player lobby, which should help you keep your group together online. This patch also tremendously improves initial network connections when creating and joining online matches, and a bunch of surrounding edge cases. Alright, on to the shiny stuff!

Ability Boost

Ability Boost is a hero-centric powerup that affects each character in a unique way. It’s now more important than ever to pay attention to what powerups your opponents have picked up, because Ability Boost can really shake up the match dynamics.

Emotes

If you die in a round and other players are still battling out, you can pass the time by choosing a quick emote to display on the scoreboard UI. When the round is over, your chosen emote will also show up over your hero’s remains on the battlefield. Stay tuned for many more emoticons to come in future updates!

Dualshock 4 Lights

Self-explanatory. This was pretty satisfying to add. :)

New

  • New powerup: Ability Boost
  • UI: You can choose an emoji to display on the scoreboard after you die
  • UI: You can now edit the match settings without leaving the lobby!
  • UI: Dualshock 4 lights reflect in-game player colors (except via Bluetooth on Mac)
  • NET: Online matches will auto start from the lobby after 30s of inactivity
  • NET: All matches will auto return to the lobby after 30s of post-match inactivity

Updates

  • Land Grab: Markers appear a little bit faster when you’ve reached a tile
  • NET: Better selection of open UDP ports
  • NET: Remote players option is now 3 choices: None (local only), IP/LAN, or Online
  • UI: Unified inputs for all pause- and context-menu interactions (Start/ESC to toggle, Fire to interact)
  • UI: Better render texture selection for screen recording depending on platform
  • UI: Loading indicator in lobby shows when match is preparing to start
  • UI: Most menus and options now wrap vertically and horizontally when navigating
  • UI: Map selectors show an indicator for how many maps there are & which you are on
  • UI: Updated Cerebrus planet look
  • UI: Unified lobby actions menu and start match behavior / inputs
  • UI: Hero profile demos updated; some have a second player to show ability interactions
  • GAME: Improved handling to protect against saved data corruption
  • SFX: Increased buffer for simultaneous replay audio cues (less dropped replay SFX)

Fixes

  • EPI: Ghost cluster bombs have much shorter stun time to prevent stun lock
  • EPI: Fixed situations on ghost death (real Epi dying, position swapping, etc) (regression bug)
  • RONIN: Slash will correctly hit multiple players and projectiles in its path (but powering up is capped)
  • SELENE: Fixed Selene leaving soot footprints even if jumping over Cronus’ bomb impact tiles
  • GAME: Fixed potential for minecarts to bump objects on opposite side of a shot hitting them (for real)
  • GAME: Fixed empty powerup crate falling once on clients if all powerups are disabled (for real)
  • UI: Some localization fixes for button labels
  • UI: Fixed being able to navigate to the title screen bulletin items even if they aren’t visible
  • UI: Fixed cooldown indicator errors if pausing and resuming before ever having spammed abilities
  • UI: Fixed some display issues with hidden indicators in replays
  • UI: Controller reference in pause menu shows more info about each player (type, ping, nickname, etc)
  • UI: Partial GIF files are deleted if the export process is canceled
  • UI: Fixed different spectator modes visibility in time delayed situations
  • UI: Fixed fade-in on tips screen
  • UI: Fixed copyright date
  • UI: Potential fix for instant replay starting too soon, overlapping the “Match Over” message
  • UI: Some Italian localization corrections and updates
  • NET: Game doesn’t soft-lock on catastrophic network transport layer failures
  • NET: Fixed edge case that could leave a client in a joining state while the match is being delisted
  • NET: Fixed potential for online lobbies to fail to continue after playing local matches
  • NET: Fixed LAN matches not broadcasting for local network discovery after multiple match sessions
  • NET: Fixed LAN match joining
  • NET: More reliable LAN broadcasting and discovery
  • NET: Removed duplicate LAN match listings due to multiple network interface broadcasts
  • NET: Fixed LAN matches counting as online matches in stats
  • NET: Fixed delayed spectators end-of-match soft deadlock if the remote kill happens during the countdown
  • NET: Fixed an issue that could cause some matches to not properly list and delist from the matchmaker


v1.6.71 – French & Chinese localization, updates, and fixes!


I’m happy to add French and Chinese to the supported languages (see your options screen), thanks to the excellent hard work and attention to detail from Jean Serfati and Kai Shao. That brings the supported languages up to 6 as these two new additions join English, Japanese, Spanish, and Italian. It’s exciting to welcome in a new group of players. :)To celebrate, enjoy the 35% off sale for a limited time! While there are major things in the works for Invisigun, I still can’t announce any details just yet. However this patch also brings a few more updates and bug fixes. Thanks to the Discord community (http://discord.gg/invisigun) for continuing to post suggestions and report any issues.

New

  • New localization: French
  • New localization: Chinese
  • UI: Language selector is presented on first launch
  • UI: Some title screen layout adjustments for localization (complete reskin later)

Updates

  • CRONUS: Finally has a unique victory pose (like the rest of the cast)

Fixes

  • GAME: GIF export files are properly closed when canceling
  • GAME: Fixed empty powerup crate falling once on clients if all powerups are disabled
  • GAME: Fixed not being able to split shots on clients if projectile is already destroyed on the host
  • GAME: Fixed possibility for two projectiles to create a blast barrier instead of hitting objects
  • GAME: Fixed missing left ember spawner on The Catacombs
  • GAME: Random map is refreshed when returning to the lobby from a match
  • GFX: Fixed the tint of Epi’s ghost in his victory pose
  • UI: Fixed sorting of UI dialogs when in-match
  • UI: Fixed resolution “free” label value change when changing languages
  • UI: “Keyboard” is now properly localized on player selectors
  • UI: Fixed potential for game to stall if localized text parsing fails in some edge cases
  • UI: Better spacing in GIF end cards for multi-line Steam usernames
  • UI: Fixed Connect button being selected after removing IP digits using the GUI
  • UI: Various minor layout fixes for different locales
  • UI Fixed ready up indicator minor scaling issues
  • AUDIO: Fixed replays always playing SFX at max volume
  • EPI: Fixed ghost Epi getting hit instead of real Epi if standing in the same spot

v1.6.50 – Change colors, toggle powerups, better GIFs, & more!


This update is all about customization and tailoring things to your own preferences!

Custom Colors

While you could previously set your 4-color palette in options, you can now very easily switch your hero’s color in the lobby by pressing down to cycle through all the colors.

Powerup Toggles

In Match Setup, you can now edit the list of powerups that can drop during the match. Standard tournament play should have all of them enabled, but for your own matches feel free to change it up!

Better GIFs

GIFs got a major overhaul for this patch. Aside from fixing some export issues for high-refresh rate monitors and high framerate PCs, they now export way faster for everyone. And the best part – there’s a fancy custom end card showing your Steam name, the date of the GIF, and the winning hero for that replay. I’d love to see players from all over tweet their GIFs tagged #Invisigun. :)

Hero Balance Updates

As always, there are some hero tweaks as the result of the past few months of play, tournament analysis, and feedback from the community. Here are the most significant:

PROTEUS: Reducing the drone’s pulse count to 2 made Proteus less viable and not able to capitalize in too many situations. Reverting it back to 3 puts him back in the competitive lineup.

CRONUS: He was just on the verge of having a difficult time controlling area, so a very slight increase in bomb drop speed (10 units/s to 12 units/s) was needed.

CARMEN: She was simply able to fortify too easily, and upkeep of her fort was too easy compared to the work needed by foes to chip away at it. For this reason, her simultaneous blocks has been reduced from 3 to 2, spam detection window increased very slightly (0.5s to 0.75s), and bumps to remove reflection reduced (5 to 3).

PHOEBE: A simple change, but Phoebe can’t teleport again instantly after teleporting. This shouldn’t affect her gameplan too much, but prevents an abusive edge case situation.

RONIN: He had very little risk to spam slashes while baiting and collecting shots in open lanes. For this reason, his spam count was reduced from 3 to 2 before he has a cooldown.

Full Patch Notes

This update is actually pretty massive, and aside from the main new features, there are tons of bug fixes (many of which should be much appreciated by the community), and quality of life updates. It’s even more rock solid and many situations have been fixed, especially for online play and situations affected by latency. Here’s the complete list:

New

  • UI: Player colors are changeable in the lobby for the match
  • UI: Available powerups can be customized in match setup
  • UI: Exported animated GIFs have an end card with the winning hero, date, and Steam name

Updates

  • PROTEUS: Scanner drone shock count reverted to 3 pulses instead of 2
  • CRONUS: Bomb drop speed increased from 10 to 12
  • CARMEN: Blocks take 3 bumps to remove the reflector shield instead of 5
  • CARMEN: Max simultaneous blocks reduced from 3 to 2
  • CARMEN: Spam detection time window increased from 0.5s to 0.75s after placing a block
  • PHOEBE: Phoebe can’t teleport back for 0.25s after teleporting
  • RONIN: Spam count reduced from 3 to 2 slashes before cooldown sets in
  • GAME: Guardians deploy from powerup pickup position
  • GAME: Land Grab default time limit reduced from 150s to 90s
  • GAME: Birds will scatter from Aether’s pound and Cronus’ bombs
  • GAME: More heroes can reliably buffer the next shot during their ability
  • NET: Host join key is persistent for the entire game session if the region is the same
  • NET: Last client join key used is saved for the session
  • UI: Guardian shows an indicator over targeted players when they are visible
  • UI: Title & Invisigun electricity FX don’t continue forever
  • UI: Initial player choice is consistent (always begins on Selene)
  • UI: Custom phrases show an indicator on the victory phrase dialog
  • UI: Changed training pause label from “Exit” to “Menu”
  • UI: Updated victory phrase character presentation
  • UI: Lobby hero selectors show a loading spinner until they’re ready for input
  • UI: Improved some powerup icons
  • UI: Added some icons to options buttons
  • UI: Smoother and more accurate replays and exported GIFs
  • UI: Even faster animated GIF exporting
  • UI: Replay GIFs show connection strength for online matches
  • UI: Better mini powerup icons on the scoreboard
  • SFX: Updated map loading audio cue
  • GFX: Power shots have a subtle animation on the front of the projectile
  • GFX: Softer rolloff for lighting fx

Map Updates

  • The Conundrum: layout adjustments
  • Polar Express: minor tile swap, fewer ember spawns from the edges

Fixes

  • CARRIER: Fixed some bumping and positioning issues
  • SELENE: Selene can’t evade scanner drone detection by jumping anymore
  • SELENE: Fixed not being able to buffer a shot after a double jump
  • CRONUS: Fixed issues with bomb trail timings when the game is paused
  • CRONUS: Fixed drop target stopping when bringing up the match menu during an online game
  • CRONUS: Fixed soot tracks sometimes showing up where a player was before stepping into soot
  • PHOEBE: Fixed proper destruction of projectiles teleported under mine carts
  • PHOEBE: Added some failsafe checks to prevent Phoebe getting shot immediately after teleporting online
  • PHOEBE: Potential fix for getting shot right after teleporting online
  • EPI: Fixed real Epi disappearing from spectator view & replays while ghost Epi is teleporting
  • EPI: Fixed possibility for remote client Epi to teleport to ghost’s position on button mash
  • EPI: Fixed ghost Epi not leaving soot prints from Cronus’ bombs
  • IRIS: More accurate powerup pickups while dashing online
  • IRIS: Fixed occasional failure for client dashes to work properly on remote connections
  • IRIS: Fixed occasional inability to dash through proximity doors
  • RONIN: Fixed some slash FX not showing up for remote clients
  • GAME: Fixed incorrect bot showing victory pose
  • GAME: Guardians could destroy the wrong shots if the original target was already destroyed
  • GAME: Fixed potential for mine carts to get stuck against some rocks
  • GAME: Fixed conveyor belt speed and player positioning due to physics timestep changes
  • GAME: Potential fix for projectiles sometimes stalling
  • GAME: Powerups don’t repeatedly drop while the match is inactive
  • GAME: Fixed potential for projectiles to sometimes ricochet in diagonal directions
  • GAME: Fixed potential for two orthogonal projectiles to sometimes create diagonal cluster bombs
  • GAME: Fixed players not being able to get hit by their own split shots
  • GAME: Fixed players being invulnerable to their own cluster shots
  • GAME: Improved accuracy of cluster bomb spawn location
  • GAME: Fix for hitting your own resisted shots if walking into them with lag
  • GAME: Fixed an issue causing short stun times canceling existing, longer stun times
  • GAME: Fixed occasional possibility for players to be invisible during respawns or round resets
  • UI: Navigating back from Match Setup after arriving from Host a Match returns to Join Scene
  • UI: Fixed incorrect “up” controller label on player selectors in lobby
  • UI: Fixed traning pause menu input label when switching between keyboard and controllers
  • UI: Fixed spectator replay controls when switching between keyboard and controllers
  • UI: Fixed flickering UI elements on instant replay following export of GIF
  • UI: Fixed erratic replay lengths, playback, timing and GIF exports depending on device specs

The Cronus Update – Available Now!


The Cronus Update is now live (v1.6.1), with perhaps the most exciting content addition so far: a brand new hero! With the new Bomber ability, you can deploy a moving target and lock it in to call in a lethal airstrike. Cronus is all about area denial, flushing out opponents, and flanking while they are preoccupied. Grab the free update on Steam & itch.io.

Addicted to military science, Cronus was a protégé of the great Tactical General Lunarra. “Keep your eyes on the skies, boys.”

In addition to a new hero, enjoy the new planet Cerebrus with 7 new maps (and a few more to come)! This planet contains maps created by Kickstarter backers who donated at the Cartographer tier, and they were allowed to freely mix and match pieces from different worlds. Expect a little zaniness.

Last but not least, the game is 100% localized for Latin American Spanish (ES-419). I’m looking forward to new cadets. :)

New

  • New hero: Cronus
  • New planet: Cerebrus (Kickstarter Cartographers’ designs)
  • New Cerebrus map: Temple Garden
  • New Cerebrus map: Triple Trouble
  • New Cerebrus map: The Four Seasons
  • New Cerebrus map: Aqueduct
  • New Cerebrus map: Ice Prison
  • New Cerebrus map: Cold Storage
  • New Cerebrus map: The Conundrum
  • Localization: Spanish (Latin American, ES-419)

Updates

  • UI: Added ability to change the game mode in the post-match menu
  • UI: Improved map thumbnails (reflects game-lighting)
  • UI: Time-based game modes modifier increment changed from 10s to 5s
  • UI: Changed UI title font to support more localization glyphs
  • GFX: Cluster bombs match their owner’s color

Fixes

  • UI: Fixed “FREE” resolution setting in windowed mode always reverting back to fixed sizes
  • UI: Fixed resolution / bluriness when using Alt+Enter to toggle fullscreen

Big news! Free Guest Edition, 1.3 update, 5 new maps, 4-pack discount, and soundtrack release


I’ve been working hard since the last release on a ton of updates, including some exciting community-focused features. Thanks to everyone who offered suggestions and helped with the ongoing alpha tests!

FREE Guest Edition

I’m happy to announce that a FREE Guest Edition download of Invisigun Heroes is now available for a limited time. GE players can host and join matches, including playing with friends who own the full version. Some features and content are limited to the full version, but there has never been an easier way to try the game and join your buddies. There’s a “Download Demo” button on the main store page if you don’t own the full version.

4-pack discount

Invisigun Heroes is now available on the Humble Store in both standalone and a discounted 4-pack, which is essentially buy-3-get-1-free. Combined with the free Guest Edition, it’s a great time to try everything out with a group of friends.

Official soundtrack released

The official soundtrack by Paper Sound is finally released! If you are a Kickstarter backer at the reward tiers that included the OST, your download codes have already been sent out. If you are new to the game, enjoy the pulsing ambient soundtrack that you’ve come to love in the game with high quality, 24-bit masters.

Version 1.3 update

Along with all of this goodness, version 1.3.0 is now live. Featuring 5 all new maps, this is a big update that also includes a huge list of balance updates and bug fixes. Many online and networking edge-cases have been fixed for a much more polished experience. Thanks everyone, and have fun!

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