Changelog

Follow up on the latest improvements and updates.

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CHANGES
  • Added unique hand offsets for HTC Vive & Knuckle controllers.
  • Updated LIV integration for a more seamless experience,
  • Disabled Unity Analytics.
  • Re-enabled the Economy system, the Gear Market can be used again.
FIXES
  • Resolved an issue where Gear Coins would not be awarded at the end of a match.
  • Fixed an issue where certain cosmetic items could be lost after being purchased.
  • Fixed an issue that would lead to Gear Coins disappearing from one's account.
  • Fixed an issue that could cause multiple scenes to be loaded simultaneously.
  • Updated the orientation of Shiftstones on certain gauntlets.
  • Fixed a bug that would cause the game to crash upon exiting.
  • Fixed a bug that would lead to Dressing Room drawers being intractable when they shouldn't be.
  • Fixed a bug that caused Hold & Flick visual effects to appear incorrectly.
FIXES
  • An issue has been fixed that caused the titles to be loaded incorrectly from our database.
  • An issue has been fixed that caused VR players to get their hands stuck to their body on game load.
ADDITIONS
  • Implemented Character Customization, and added accompanying interactables.
CHANGES
  • The player visuals have been updated for character customization purposes.
  • A wallet appears after every match to show how many coins the player has and how much they've earned.
  • Players can now fist bump each other to receive a bonus gold coin.
  • The mail tube now co-operates with the Gear Market for all your store-related activities.
  • It's easier to distinguish if you're online or offline.
  • There is a 1/1000 chance to spawn a Target Disc instead of a Regular Disc.
  • Howard will now be completely disabled after beating Howard during the tutorial.
  • The bootloader's instructions regarding OpenXR have been updated to match SteamVR's newest version.
  • The Park environment colliders have been improved.
  • The Health Bar now shows regeneration visuals.
  • The activation overlap between Ball and Dash has been reduced.
  • The walls in The Pit have been straightened up.
  • The Gym colliders have been optimized.
  • The kill ceiling for jumping has been raised.
  • The friction on The Ring has been lowered.
  • Some shiftstone VFXs and SFXs have been altered.
  • The Charge Stone's behaviour description has been altered: "Using Hold on a structure for longer than one second will increase the potency of the next force modifier used, modifiers such as Straight and Kick."
  • The scene colours in the Park have been adjusted.
  • LIV: The distance that LIV removes the player's head in 3rd person mode has been made smaller.
  • The bell next to the Gondola is now interactable.
  • Improved logic/detection behind game-state desynchronizations, they should occur way less often now!
  • Change execution logic of movement based Moves, for now: Jump and Dash,this removes the networking delay for the remote client when performing these moves!
FIXES
  • The hand pose animation won't trigger accidentally anymore.
  • Players won't lose their Hold on a structure anymore in minor collisions.
    (e.g. ricochet)
  • One-pose Pose Ghost moves won't give the "failure" effect anymore.
  • The Leaderboard will be updated whenever the player goes back online.
  • Voice Chat Input continues to work after certain Quest notifications.
  • The player won't be killed anymore when flying on a structure.
  • Too many Oculus-based friends won't break your friend list anymore.
  • The grounded structure will now be successfully kicked whenever it's being hit while you're kicking it.
  • Crag Tag now works again.
  • Snap turning won't mute the game's sound anymore.
  • Park sessions can now be created using the same public name.
  • Explode can not pull under certain conditions anymore.
  • Howard's rail now breaks structures on impact.
  • Hand animations won't quickly swap between open and closed hands for remote players.
  • Fix some Tutorial text spelling & grammar errors.
  • The Valve Index's hands are being tracked again.
  • The Pit doesn't have black particles anymore when anything breaks.
  • Stacking Flick isn't possible anymore.
  • The black screen transition from Gym -> Arena isn't stuck anymore.
  • Players won't get stuck at the top of the first set of stairs leading up to the slide anymore.
  • Tutorial Slabs will finally actually break when the right conditions are met.
  • LIV: The black sphere isn't visible anymore during scene transition.
  • LIV: The remote player's shiftstones are now visible.
  • LIV: The player model's mouth will now move whenever you're focusing on it with LIV's 3rd person camera.
  • LIV: Shift Stones won't be stuck in the middle of the arena anymore.
  • Fix an issue where Parrying a Structure with a certain chain of other moves could result in the Structure having no gravity.
  • Fix an occurrence of a Structure losing most of its functionality after being kicked within a certain time frame of being hit by another Structure.
  • Fix an issue where negative knockback was possible.
  • Fix an instance where multiple error slab could appear after being kicked from a match.
  • Fix an issue where falling through a Structure would result in twice the velocity being applied to the player.
  • Fix Shiftstone VFXs triggering when leaving a multiplayer match.
RUMBLE Hotfix 0.3.5.2 Patch Notes
CHANGES
  • Changed the Oculus OpenXR instructions in the Loader to Meta Quest instructions.
  • The Gym will now show grass when your Visual Quality has been set to "Normal".
FIXES
  • Fixed a bug that would prevent the player from managing their friend list when they have too many friends.
FIXES
  • Fixed a bug that would prevent health from resetting back to full after matches.
  • Fixed an issue that prevented health values from being synced between clients after a player was reset.
  • Corrected an error that allowed players to perform movement options while in knockback states with the Stubborn Stone equipped, which when done would lead to more serious errors.
  • Fixed a bug that would cause Stubborn Stone related effects to go off out of seemingly nowhere.
  • Fixed an issue that would lead to players accidentally hitting themselves using the Guard Stone.
  • Fixed a synchronisation error that could lead to Guard Stone effects coming into effect on remote clients even though there was no successful guard.
  • Fixed a bug that would cause Howard's structures to sink back into the ground during specific scenarios.
CHANGES
  • Modifier-type moves can now be performed while in a knockback state.
  • The pose requirements for the "Rockslide" move, or dash have been made slightly more strict.
  • The pose requirements for second pose of "Spawn Ball" have been made slightly more strict.
  • The Guard Stone has been adjusted. Its knockback reducing property has been increased, and structures no longer break when they are blocked. It also forms an actual circular shield in front of the user now.
  • The Stubborn Stone was reworked. Passive knockback reduction has been removed. Now for a brief moment after Jumping/Dashing, all knockback is negated upon getting hit and damage taken is lessened by 1 point.
  • The Surge stone was reworked. Its previous damage increasing property now activates when you land a hit on your opponent instead of when you're below a certain HP threshold. The duration of this effect depends on the amount of damage dealt, the stronger the hit, the longer the effect is active.
  • The Adamant Stone was reworked. Like the Surge Stone, the Adamant Stone's damage reducing effects now activate when you land a hit on your opponent, with the duration of the effect being dependant on the amount of damage dealt.
  • The Vigor Stone was reworked. Instead of passive health regeneration, Vigor Stone users now need to deal 5 points worth of damage within a certain amount of time. When done successfully, 2 HP is regenerated.
  • The force multiplying property of the Charge Stone has been slightly reduced.
  • The Health Bar was updated to have unique visuals for when health is regained in the middle of a fight.
  • The backend of the health system was entirely reworked, a new active health synchronising system has been put in place to ensure accurate health values across all game clients.
  • All Shiftstone-related Visual Effects were updated to feel more gem-like.
  • Howard is now automatically disabled after beating him during the tutorial sequence.
  • Updated the on-monitor error message that appears when and undesired runtime is set to be more helpful.
  • To prevent desynchronization issues during fight, Shiftstones can no longer be swapped while matchmaking is active.
  • Added help text and an on-monitor help button in the game startup environment for players experiencing trouble starting the game.
FIXES
  • An issue with the auto-kill timer was fixed to no longer trigger right after prolonged flight ends.
  • An issue that prevented players with the same names across different platforms opening a park session at the same time has been resolved.
  • Fixed a bug that would cause a structure to no longer be affected by gravity after performing a certain sequence of modifiers on it.
  • Fixed a bug that caused structures to become unresponsive after being kicked while in hitstop.
  • Solved an issue that would dampen audio during snap turns.
  • Fixed a bug for Quest-users that disabled voice-chat inputs after receiving certain hardware notifications.
CHANGES
  • The instructions that appear on the computer monitor when no OpenXR is found have been updated.
FIXES
  • An issue was fixed that caused the auto-kill system to trigger the instant players stopped touching a structure after being airborne for a while.
  • Fixed an issue that prevented dust particles from casting and receiving shadows properly across all environments.
  • Fixed a bug that led spoof duplicates of the host player's Shiftstones being placed at the center of arenas.
  • A problem that led to particularly low friction on the Ring arena has been solved.
CHANGES
  • Structures can no longer be targeted before they have completed their spawn sequence.
  • The technical setup of all environments has been updated. This results in a global performance increase alongside better-looking environmental lighting.
FIXES
  • Fixed an issue where opening a tooltip applied haptics to both hands.
  • A bug was fixed that prevented grounded friction dust from appearing in high ping sessions.
  • The grounded structure effect now appears more consistently in high-ping gameplay sessions.
  • Networking stability and smoothness have been improved.
  • Fixed an issue where Howard would improperly deactivate if he's deactivated while regenerating health.
  • Fixed a bug that would cause the player's hands to remain permanently open after an abnormal lag spike.
    (The flat hands bug)
  • Fixed a bug that caused Hold and Flick to behave improperly after the player was reset.
  • Fixed improper settings of the indestructible Ball structure in the Park.
  • A bug was fixed that prevented structures from ungrounding after being pushed off a ledge.
  • Fixed an issue where grounded Discs could get jammed permanently stuck under another grounded structure.
  • Shiftstones and Shiftstone sockets now properly disappear with the player character when using LIV software.
  • Fixed a bug that allowed players to Jump and Dash during knockback states with the Flow Stone equipped.
  • Fixed a bug that would prevent spawn dust effects from appearing for remote clients.
  • An issue that prevented dust poofs from appearing when structures fall to the ground has been fixed.
  • The radius of explosions has been set back to its original value, as intended.
  • Howard will no longer target the player if he is disabled during his regeneration state.
  • Totems have become more easy to handle.
  • Fixed several issues that would cause the player characters' feet to float a bit above the ground.
  • Fixed an issue that would cause Hold to break on grounded structures at lower forces.
  • Fixed an issue that prevented grounded structures from maintaining their momentum when Hold breaks.
  • Fixed a bug that would cause Hold to forcibly break when the grounded structure collides with another structure.
  • The tetherball rope will no longer disappear when the tetherball itself is out of sight.
CHANGES
  • Shiftstones cannot be swapped anymore during level loading.
FIXES
  • Mute and Push To Talk are working again.
  • People with an IPv4 connection will now be able to log in with Steam again.
  • Fresh accounts can now perform moves again.
  • The Adamant Stone and Guard Stone can not heal the player anymore when reducing the incoming damage below 0.
CHANGES
  • Shiftstones have been added to the game.
FIXES
  • Fixed a bug where performing Straight and Uppercut in rapid succession would not unground the target structure.
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