Hi folks, another day another major update huh ? Keep in mind that some features are not available at the demo version. Let's see what's changed this time: [h1][b]Update Overview/List:[/b][/h1] [list] [*] Final score calculation for MH has been updated. [*] Final score UI has been revamped. [*] Perfect, Good, and Ok scores are now displayed on the HUD. [*] Added a countdown when exiting the pause menu. [*] Added a crosshair indicator when exiting the pause menu. [*] Added a countdown when starting a map. [*] Added pause buttons to the MH Tab. [*] Added Max Combo Result to the results screen. [*] Fixed light-on-audio issues in "The Room". [*] Made engine changes. [*] Added reactive lights on/off functionality. [*] Added a combo glow switch. [*] Added customizable arrow opacity. [*] Added a customizable target counter. [*] Added customizable target colors. [*] Players can now see their last high score on the results screen. [*] Players can skip downtimes. [*] Added ComboFlame (new visuals). [*] Partially added a sensitivity converter for some games. [/list] [h2][b]Bug Fixes/Small Changes:[/b][/h2] [list] [*] Fixed the issue where the crosshair was visible in the pause menu while in UGC content. [*] Fixed the issue where slider values in settings would go under the UI and disappear. [*] Fixed the bug where tracks would not stop playing after changing tabs. [*] Fixed volume bug. [*] Fixed a bug where the indicator arrow was showing targets that had not yet spawned. [*] Fixed resolution bug. [*] Fixed skip downtime bug in the demo version. [/list] [h1][b]Musical Target System Overhaul:[/b][/h1] [b]Musical Target System Scoring[/b] In the [b]Musical Target System[/b], your score is calculated based on how timely you hit the target. Here’s how it works: [list] [*] [b]Time Calculation:[/b] We measure how long ago the target appeared and use this time to calculate your score. (Closer ring to the target, higher score you get with every hit.) [*] [b]Score Types:[/b] - [b]Perfect:[/b] If you hit the target in time, you get the highest score. - [b]Good:[/b] If there’s a slight delay, you get a good score. - [b]Ok:[/b] If there’s a longer delay, you receive an average score. [*] [b]Score Calculation Formula:[/b] - The score is calculated using the formula: [code]currentScore += Mathf.RoundToInt(385 * 2 * (1 + accuracyPercentage / 100f) * (1 + musicalTargetComboManager.comboCounter / 100f));[/code] - Here, `accuracyPercentage` is the accuracy of the hit, and `comboCounter` is the combo multiplier that increases the score. [*] [b]Score Boosts:[/b] Combos and accuracy increase your total score. Higher combos mean higher scores. [/list] [b]Example:[/b] Imagine you hit a target with the following values: - Accuracy Percentage: 85% - Combo Counter: 10 (i.e., 10% combo bonus) Calculation: - Accuracy Bonus: 1 + 85 / 100 = 1.85 - Combo Bonus: 1 + 10 / 100 = 1.10 - Score: 385 * 2 * 1.85 * 1.10 ≈ 1,551 So, you would receive a score of approximately 1,551 for that hit. And after that, you will get the time score, lets say you hit the target after 0.950 ms after spawning you will get extra 950 points. So in end of the day your score will be about 2,501. This system makes scoring more fair and rewarding by considering your timing and combos. [b]Skipping Downtime and UI Changes:[/b] [img]https://clan.cloudflare.steamstatic.com/images//44848962/292783b19dcb5ab93440c4a2f03200dc7ca83e8e.jpg[/img] As you can see at the right bottom corner, players can see the amounts of "Perfect, Good and Ok" hits and player can skip downtimes with "Space" key. [b]More, More, More:[/b] [img]https://clan.cloudflare.steamstatic.com/images//44848962/9306667e9339f15bab2995da4a5c171ba71e1f68.jpg[/img] Added lots of customization settings to the system so people can be free with their experience. Like: - Combo Glow On/Off - Target Color - Arrow Opacity - Target Counter and more. [h1][b]Sensitivity Converter:[/b][/h1] Our sensitivity converter allows players to adjust their sensitivity settings from other games to fit seamlessly into [b]Aim Zen[/b]. This tool uses predefined conversion values to ensure that your aiming experience remains consistent, no matter which game you're transitioning from. [b]How It Works:[/b] - Input your sensitivity settings from another game. - The converter applies the necessary adjustments based on a set of predefined values. - Get your new sensitivity setting for [b]Aim Zen[/b], optimized for the best performance. [img]https://clan.cloudflare.steamstatic.com/images//44848962/ab2f62cc4bdfd62926a18e595584bcfd401f8aeb.png[/img] Supported Games: [list] [*] Apex Legends [*] Aim Lab [*] BattleBit Remastered [*] Call of Duty: Warzone [*] CS2 [*] Destiny 2 [*] Escape From Tarkov [*] Fortnite [*] Quake Live [*] The Finals [*] Rainbow Six: Siege [*] Valorant [/list] This ensures you maintain the same feel and precision you’re used to, enhancing your gameplay experience. [h1][b]Last words:[/b][/h1] There is a lot of things to write down here but let's focus on the game; try demo, join discord, report bugs and have fun ! Official Aim Zen Discord: https://discord.gg/e2mf2beewD See you at the next update. ---------------------------------------------------------------------------------------- https://store.steampowered.com/app/2791290/Aim_Zen/