SpeedRunners > General Discussions > Topic Details
Gert-Jan Stolk  [developer] Jun 23 @ 5:44am
Changelog - Currently at r40 - XP System, Tons of new characters.
Here you can see what's new in each version.

    r40 - XP System, Tons of new characters.
  • Introducing the new XP system, which gradually unlocks game content
  • Added 13 new characters with 4 variants
  • Added 3 variants to Buckshot, ManekiNeko, GIl, SkullDuggery and Salem
  • New loading screen lines
  • Added Romanian translation
  • Added Portuguese-Brazil translation
  • Added an auto mute option
  • Player names are now colored in superchat
  • Bug fixes
    r39 - New Prototype map, updated font system (April 17th, 2015)
  • Added a new Prototype level
  • Rearranged the options menu
  • Added search distance options in the options menu
  • You can now lock the search distance or set your max search distance
  • You can now alt+tab out of the game during loading
  • Added cheater and abuse reporting
  • Added a "Find new match" button in the lobby
  • Updated the font rendering system, it now supports way more characters!
  • The level editor menus are now hidden in playtest mode
  • Updated Silo as suggested here http://steamcommunity.com/app/207140/discussions/2/618459109263738867/
  • Added some fancy social network links
  • Did not add a new secret character
    r38 - Casino map, Reworked custom lobby UI (February 13th, 2015)
  • Added new map: Casino! It's the winning map from the first workshop competition: "Fresh Out" by GraphiqueNez2.
  • The custom game lobby is completely re-implemented. We hope it works a bit more intuitive now.
  • The random official map button now actually means random instead of "I don't care what map we play". This makes the level selection less biased toward workshop maps.
  • The map selection should feel more random now. If possible the same maps is never played twice in a row anymore.
  • Added some flashing and beeping on the last 5 seconds of the lobby and level selection countdown timer.
  • Improved the level editor's graphics editor:
    • You can only edit graphics on the selected layer (press [ and ] to select different layers).
    • Graphics within the same layer can now be ordered. (press Home or End to send a graphic all the way to the front or back, press PageUp or PageDown to bring a graphic one step to the front or back)
    • The hitbox of graphics on parallax layers is now actually where the graphic is.
  • The in-game player info screen now has mouse support.
  • Freeze rays are now canceled at the end of a round.
  • Fixed the bug where the game would not end if all players would fall off the bottom of the screen at the same time.
  • Fixed a bug where explosions near a stunned player would have delayed effect.
  • Moved the steam notifications to a more convenient location during lobby and level select.
  • /goat is no longer how you get the goat.
  • There may or may not be new secret characters

    r37 - Curated random workshop maps (January 13th, 2015)
  • The random workshop level button now selects from a curated list of levels.
  • Removed developer's pick from the workshop level list.
  • Added borderless window mode.
  • Added German and Czech(partial) translations.
  • View Player > Recent Games are now set (on the steam overlay).
  • Increased time your own fireball won't hit you.
  • Added bulk property editing in the level editor.
  • Bugfix: Ranked is updated immediately now.
  • Bugfix: Fixed crash that occurred when a loop was made of helper checkpoints.
  • Bugfix: The camera should now be quick enough to always reach the respawn location in time.
  • Bugfix: Fixed the player releasing his hook when bumping in a wall with his back
  • Bugfix: Fixed players being able to start running too seen when pressing Esc during the win UI.
  • Bugfix: Fixed the hyperjump which occured when jumping right after alt+tabbing into the game. All jumping should be more consistent now under various frame rates.
  • Bugfix: You could get stuck in-game when your connection dropped.
  • Bugfix: All SpeedRapture rockets should now be working on all peers.
  • Bugfix: Hopefully the 'I'm running alone in the level' and 'the camera is following nobody' bugs are gone now.

    r36 - XMas FreezeRay (December 18th, 2014)
  • Added a new weapon: the FreezeRay.
  • Added artwork to the prototype level.
  • Prototype is now called Swift Peaks.
  • Allowed disabling of auto-subscribe to workshop levels on upvote.
  • Added localization for French, Spanish, Italian and Norwegian (We're still looking for volunteers for other languages).
  • Bugfix: don't crash when trying to select a 3rd Scout.

    r35 - Workshop competition (December 12th, 2014)
  • Added Workshop Competion related components.
  • New prototype level!
  • Updated the level select menu.
  • Added a random workshop level button in level select.
  • Updated the look and feel of all popups in the game.
  • Added a vote popup for custom levels.
  • Added "Alley" to the workshop.
  • Added the bird object to workshop.
  • Added more feedback about why you are sometimes thrown out of a game.
  • Players are now spawned in a random order the first round, after that it's based on game points.
  • Fixed the cross section exploit in Warehouse.
  • Bugfix: a bug where the game stopped looking for lobbies if the first attempt to join a lobby failed.
  • Bugfix: pressing Esc while the steam overlay is active shouldn't affect he game anymore (with some exceptions).
  • Bugfix: rockets shouldn't blast you all over the map anymore.

    r34 (November 20th, 2014)
  • Updated the checkpoint system, adding checkpoints to maps should be a lot easier now.
  • Updated checkpoint tutorial.
  • Added bot difficulty settings.
  • Reduced network use for about half in terms of bandwidth and packet count.
  • Improved netcode, players with a bad connection should now move around smoother.
  • Switchblocks (yellow/black doors) can now be used to hang on if they are rotated to an exact vertical position.
  • Many new features in the level editor, like auto-generating AI Volumes
  • The colors of the flashing border during sudden death can now be configured.
  • The keyboard key used to show the in-game player info can now be configured.
  • Changed font to one which supports more characters.
  • Bugfix: Bubbles do not destroy the performance in the level editor anymore.
  • Bugfix: The bots should now always run in the right direction after respawn.
  • Bugfix: The player will now always release the grappling hook when swinging into a wall.

    r33 - Halloween Edition (October 30th, 2014)
  • Added two new characters, SkullDuggery and Salem, to #teamFalcon!
  • Hold TAB in-game to see player details
  • Added MUTE functionality
  • Simplified checkpoint system by getting rid of the need for most 'helper' checkpoints.
    For example, this was warehouse before:
    http://i.gyazo.com/bca02ed46272e4933c5731abff57a68b.png
    and this is after:
    http://i.gyazo.com/d5958cb2fa54f939ea8a7f8ea97fd6c0.png
    (this should not break any existing custom maps)
  • potential fix for invisible players
  • potential fix for huge position desync issues
  • potential fix for dodge issues
  • fixed some superchat issues
  • more detailed loading texts

    r32 (October 20th, 2014)
  • Added TF2's Scout to the game!
  • Added two DLC packs, introducing:
  • Markiplier, Jesse Cox, UberHaxorNova, PeanutButterGamer
  • PewDiePie, Dodger, Strippin and CinnamonToastKen
  • Added a grid to the character select menu
  • The Game Options are now only available in Level Select
  • New KING OF SPEED Tournament! #teamSpeedrunner
  • The Falcon now has 4 variations
  • Factory tweak: The bottom triggers now only trigger the opposing corridors
  • The Shockwave's effect lasts a bit longer, making it more effective as a shield

    r31 (August 26th, 2014)
  • The prototype level is now the Zoo level.
  • Small level updates, details here: https://www.youtube.com/watch?v=TyJv0LyxvWo
  • Updates on Buckshot's, 招き猫 and Gil's animation.
  • Fireballs can now be thrown when walking up on slopes.
  • Fireballs are now moving at the same speed no matter which direction you throw them.
  • Fireballs now have a slightly lower collision box.
  • DoubleJumping after a superboost doesn't make you lose your speed anymore.
  • Added a 'wrong way' indicator.
  • Added a 'no item' game option.
  • Network rerouting. The game now sends messages through other players if that turns out to be faster (or the only way to reach them). This should in turn fix a bunch of in-game issues.
  • Fix: the jittery motion during swinging for some players.
  • Fix: swing knockback glitch
  • Fix: laser sliding.
  • There are graphics options in the options menu now (note: resolution, vsync or windowed settings the steam game launch options overrule the graphics options in the options menu. This may be a good time to remove the graphics options from the steam game launch options.)
  • Controls can now be changed during the game.
  • The last item on the workshop levels list can now be selected.
  • AI volumes are now triggerable.
  • Many updates on the level editor.
  • Many smaller updates and fixes.
  • Up to 1 goat per match

    r30 (July 11th, 2014)
  • SpeedBallers! (introduced a new item)
  • First iteration of ranked based matchmaking.
  • Added a new prototype level.
  • Redesigned custom level menu in level select.
  • Tuned down rocket and bomb stun a bit.
  • No more modifiers (roulette) in Ranked matches.
  • Added a bug report feature. Type "/bug " followed by a description of the bug.

    r29 (July 1st, 2014)
  • Overhauled the lobby system. It should be much more stable now.
  • Brightened up the in-game chat text a bit.
  • Rockets and bombs can trigger triggers now.
  • Rockets and bomb explosions stun for a short while now.
  • Your last picked character will be selected by default now if available.

    r28 (June 19th, 2014)
  • Added a new lobby system and UI. All AFK player issues should be history now.
  • Fixed a bunch of mid-game joining bugs. This will not fix each and everything crash but we tackled a few of the more gnarly issues.
  • Spikes are lethal again in Ranked games.
  • In Custom games there is now an option to make spikes lethal (the default is that they only stun you, as is the case in Quick games).
  • Improved the size of the game by about 2000% (from 1.7GB to 80MB)

    r27 (June 16th, 2014)
  • Wow two major updates in less than a week!
  • Added four(!) new characters

    r26 (June 11th, 2014)
  • Games can now be joined while they are in progress. This should decrease the time to get in a game dramatically
  • Added in game chat. Press enter to type.

    r25 (May 27th, 2014)
  • Made the spikes non-lethal. Instead, they temporarily stun you
  • Gameplay updates to silo, factory, themepark and powerplant
  • Finally added artwork to silo and nightclub (formerly prototype)
  • Some fixes and improvements to the level editor

    r24 (Apr 21th, 2014)
  • Added a league / ranking system
  • Play ranked matches, score points and become the top SpeedRunner!

    r23 (Mar 13th, 2014)
  • You can now also create, share and play singleplayer levels
  • Added a list of popular maps to the level select
  • You can now vote (like/dislike) and (un)subscribe to maps, straight from the level select and workshop menus.
  • Leaderboards on custom singleplayer levels now also work
  • Various bugfixes, the game should crash a lot less on custom maps.

    r22 (Feb 20th, 2014)
  • We added a Level Editor with Steam Workshop support!!
  • Added two editor tutorial maps
  • Implemented autosaves for recovery after an unexpected crash
  • Allowed opening of other players' maps in the editor
  • Added two official maps to open in the editor
  • Improved updating a published map

    r21 (Jan 3th, 2014)
  • King Cosmo got his crown!
  • Loading screens should not get stuck anymore.
  • Players should now always go out of screen at some point (no players in the camera view issue)
  • Less lobbies should now be stuck on an inactive player

    r20 (Dec 19th, 2013)
  • Added a singleplayer practice mode, called Origins
  • Added in-game taunts (DPad-UP / V)
  • Introducing the King Of Speed Tournament!
  • Improved prototype level
  • Minor improvements to some other levels
  • Tweaked bot behavior a bit
  • Each character now has 4 variants, selectable with up/down (since Dec 24th)

    r19 (Nov 25th, 2013)
  • Added Achievements
  • Added a new character: Moonraker
  • Added a new level: Prototype
  • Tweaked movement
  • Improved lead detection
  • Added srennuRdeepS to the roulette wheel
  • Added auto-kick after one minute of inactivity

    r18 (Nov 8th, 2013)
  • Added a new level: Factory
  • Added an option to select a random level
  • Tweaked Theme Park a bit
  • Tweaked the Roulette wheel odds to not select SpeedRapture all the time
  • Minor tweaks to the amount and duration of Boost

    r17 (Nov 2nd, 2013)
  • Added a new level: Theme Park

    r16 (Oct 19th, 2013)
  • The Shockwave has been added to the collection of weapons
  • New Plaza art
  • The game window is now resizable (if you run the game windowed)
  • The +res setting now works on all pc's.

    r15 (Oct 16th, 2013)
  • Fixed bug where the hook item could grab two players resulting in one player losing control
  • Improved hook dodging
  • Fixed the no textures/level not visible bug (Thanks to Brian von Kuster for finding the cause of this issue)
  • Decreased time for a quick game to start
  • Fixed some lobby bugs
  • Some general game stability fixes

    r14 (Oct 9th, 2013)
  • Disabled boost-jumping
  • Tweaked boosting alltogether
  • Tweaked walljumping a bit
  • Fixed some matchmaking / friend invite bugs
  • Fixed a bug resulting in some unfair knockouts
  • Press Esc to quit game or cancel setting controls
  • HUD will fade out when over a player
  • Improved bots in Powerplant
  • More time in between levels; select a level to hurry the timer up

    r13 (Sep 30th, 2013)
  • Added new map: Silo
  • Added a tutorial
  • Added two options: toggle controller vibration & show player indicator
  • Added a player indicator, showing you which character you are
  • New artwork for Powerplant map

    r12 (Sep 23rd, 2013)
  • Added new map: Plaza
  • Added new map: Powerplant

    r11 (Sep 18th, 2013)
  • Added bots
  • Added friend invites
  • Added an event calendar
  • Fixed a bug causing the level to be invisible sometimes

    r10 (Sep 10th, 2013)
  • Improved the current levels here and there
  • Fixed a bug in walljumping
  • Fixed the super-walljump bug
  • Improved the character select menu a bit
  • Improved the camera system
  • The golden hook will release quicker when it's stuck
  • Added a startup log that helps us debug startup issues

    r9 (Sep 3th, 2013)
  • Added Superchat
  • Fixed bug where a lot of player names would be unknown

    r8 (Aug 27th, 2013)
  • Shortend the lobby and level select timer from 30 to 20 seconds
  • Exiting from the level select menu works now
  • Sligthly changed the behavior of rockets so there will be less misses
  • Added some hints in the control setup screen
  • Fixed sudden death countdown timer sometimes not being removed
  • Fixed some crashes

    r7 (Aug 26th, 2013)
  • Added a new map (Library)
  • Implemented some new artwork
  • Fixed a lot of bugs
  • You can now edit & save your default control scheme
  • It's on Early Access now!

    r6 (Aug 5th, 2013)
  • Fixed the stuck on loading screen issue.
  • Fixed a number of various instability issues in lobbies.
  • Updated the Warehouse level.
  • Rockets are more dangerous now.

    r5 (Aug 2th, 2013)
  • More lobby fixes
  • Auto releases weapon hook when players get stuck.
  • Revised the ranking system

    r4 (Aug 1st, 2013)
  • The lobby should no longer show incorrect or no characters
  • Fixed a couple of MatchMaking bugs
  • Fixed an in-game crash when the player in front disconnects

    r3 (Aug 1st, 2013):
  • Default keyboard controls are now always Z, X, C and Space
  • Default keyboard controls can now be seen in Options>show Controls
  • Added a visible version number
  • Fixed some minor bugs in the menu
  • Fixed a couple of in-game crashes and bugs
  • Fixed a crash that happens when you start a second game

    r2:
  • Fixed Level Select being visible over gameplay
  • Fixed wrong stuff being visible in lobby

    r1:
  • First beta build.
Make sure you update to the latest version!
Otherwise you won't be able to find other players who have updated..
Last edited by Gert-Jan Stolk; Jun 29 @ 8:06am
Showing 1-15 of 545 comments
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Tipo Aug 1, 2013 @ 11:42am 
matchmachting is so long is bad too bad :( fixed it please a wait to play maybe solo whit bot? is possible please please add bot for time trial !
thanks you
Lordmau5 Aug 1, 2013 @ 11:52am 
Updates \o/
Unfortunately my game still doesn't want to work :(
It keeps crashing at the intro, sometimes even earlier...
Casper van Est  [developer] Aug 1, 2013 @ 12:08pm 
@Wookies: a practice mode is planned, but it's not at the top of our priorities. But don't worry, it's on our list!
@Lordmau5: sorry, still working on that issue..
Gert-Jan Stolk  [developer] Aug 5, 2013 @ 3:55pm 
A small extra note on the Beta r6 build:
The lobby should be pretty stable now, but it still can get bugged when finishing a game in which one of the players disconnected from the game.
Oddly97 Aug 5, 2013 @ 10:18pm 
For some reason on the Beta r6 build,I can't launch the game D:
Casper van Est  [developer] Aug 5, 2013 @ 11:49pm 
Oh dear! We'll get right on it!
UPDATE: it should be fixed now.
Last edited by Casper van Est; Aug 6, 2013 @ 12:37am
Oddly97 Aug 5, 2013 @ 11:54pm 
Thanks dude!
It is in fact fixed, Thanks dude
Last edited by Oddly97; Aug 6, 2013 @ 3:50am
goku_ssj_uk Aug 26, 2013 @ 12:13pm 
Any preview for today's build? :P
Nabs Aug 26, 2013 @ 1:50pm 
Congrats on early access. This game is really special, so I hope it finds a nice community.

A couple of early thoughts on the latest build (r7). The time it takes to start a 2-3 person game is a bit long. I understand why it's done, but the game is still amazing with less than a full party. Also, the way you pick your characters can be a little confusing at first. I think it would be a bit easier if you could just click on "select runner", and then scroll until you find what you want.
Casper van Est  [developer] Aug 26, 2013 @ 2:35pm 
Thanks!

Yeah maybe we could shorten that time, or add something like a force button.. we'll see :)
Gert-Jan Stolk  [developer] Aug 27, 2013 @ 3:33pm 
Pushed Beta r8.
Sebiblydom Aug 27, 2013 @ 4:33pm 
Why is every powerup a rocket?!?!?!
Lay_Z Aug 27, 2013 @ 5:14pm 
I noticed this also. I guess they are trying to test out the rockets. The beahvior for them as changed a little bit. I think it's an improvement but I need to see how it works with the other powerups. Knowing rockets are every powerup really changes the dynamic of the game. Which brings up a question: Can an option be considered to pick what powerups you want on a stage, or the the frequency of the powerups? It might be a cool addition.
Casper van Est  [developer] Aug 29, 2013 @ 10:24am 
Whupz, that was my mistake! Gert-Jan fixed it though :) sorry...
Tipo Aug 31, 2013 @ 1:39pm 
Hello casper thanks for your reply but i have another problem , my games is cashed on launch games, after first screen the error is speedrunners.exe is crashed bla bla bla... please do you have other report for this issue ? thanks you
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