v0.95.2: Super Squirrels arrive with 2 new weapons and more!
Author: Michael | Pixile,
published 4 years ago,
[img]https://clan.cloudflare.steamstatic.com/images//33586940/d442dc00940c10fea141de673cf4f803ce523294.jpg[/img]
Things are about to get a bit squirrely in Super Animal World: SAW Researchers have made a breakthrough and are bringing Super Squirrels to the Research Lab!
Not to be outdone by the Labs, Thomas Sledison has cooked up two new weapons in his Workshop, with medieval outfits to match. He’s also made a host of other changes to SAW weaponry including scopes for snipers, so read on for the full rundown.
[b]Super Squirrel[/b]
Unlock the base Super Squirrel at level 10, plus 3 additional breeds in the Research Lab:
[list]
[*] Super Gray Squirrel
[*] Super Black Squirrel
[*] Super Vanilla Squirrel
[/list]
[b]New Milestones + Cosmetics:[/b]
[list]
[*] Brown Archer Outfit (track players with Sparrows 5 times in a single match)
[*] Green Archer Outfit (track players with Sparrows 15 times in a single match)
[*] Archer Hat (track players with Sparrows 25 times in a single match)
[*] Target Gravestone (shoot a gallery target with a bow during a match)
[/list]
[h1][b]New Weapons: Bow & Sparrow and Sparrow Launcher[/b][/h1]
[img]https://clan.cloudflare.steamstatic.com/images//33586940/b6a3aaa0b2824bce3ee3a03447a97c21630365f6.jpg[/img]
SAW has made an exciting breakthrough in live ammunition, with genetically modified Sparrows that provide unique benefits:
[list]
[*] Track enemy Super Animals through the fog of war for a limited period of time (5.5-10 seconds depending on the weapon’s rarity and type).
[*] Sharp beaks also provide some piercing damage through body armor, but the armor will still absorb 40% of the Sparrow’s damage per hit.
[/list]
Thomas has constructed two new weapons to take advantage of the new Sparrow ammunition: the Bow & Sparrow and the high tech Sparrow Launcher:
[b]Bow & Sparrow[/b]
[list]
[*] What better way to launch a bird through the air than with a longbow? Simply pull back the string and let your Sparrow fly.
[*] Pulling back all the way before letting go will give you the most range, speed and damage with your shots.
[*] Available in uncommon (green) and rare (blue) varieties. The uncommon bow tracks enemies for 5.5s and the rare bow tracks for 6s.
[/list]
[b]Sparrow Launcher[/b]
[list]
[*] Thomas has outdone himself with this crossbow: its cage magazine can hold 4 Sparrows at a time and it can fire a new Sparrow every 0.5s.
[*] The Sparrow Launcher can be found in epic (purple) and legendary (gold) varieties. The epic variant tracks targets for 7s and the legendary variant tracks targets for 10s.
[*] Legendary Sparrow Launchers are only available in the mole crate.
[/list]
Thomas has also been busy refining some of his existing weapons:
[b]New Sniper Zoom[/b]
[list]
[*] Creep with the Hunting Rifle for a 10% zoom out.
[*] Creep with the Sniper Rifle for a 15% zoom out.
[/list]
[b]Other weapon balancing:[/b]
[list]
[*] Max carrying capacity for Sniper ammo and Poison Dart Gun ammo is now 30 (up from 25 for both).
[*] Minigun base damage increased by 3.
[*] Hunting Rifle reload time lowered to from 0.8s to 0.7s.
[*] Hunting Rifle & Sniper Rifle bullet speed increased for each rarity from common up to legendary tier: 240/250/260/270/280 to 250/258/266/274/282.
[*] Sniper rifle has slightly faster recoil reset while idle or creeping.
[*] Magnum & Deagle have also had slight bullet speed increases.
[*] Deagle base damage reduced by 3.
[*] Skunk Gas Vial no longer prevents poison damage (we found this was too powerful against the Poison Dart Gun). Instead, it will simply prevent poison death (maximum poison damage will bring you to 1 health, but not kill you).
[/list]
[h1][b]Metagame + Progression System Improvements[/b][/h1]
We’ve been hard at work reviewing and re-redesigning SAR’s metagame systems since early spring and have made some exciting progress behind the scenes. A huge thanks to all of you who have been providing feedback in Discord on what you like and don’t like about our progression systems and what you’d like to see added to the game. These systems are super important so we’ve wanted to make sure to take our time with them and get them right.
We’ll be sharing more of our plans and looking for your feedback in the weeks ahead, and are aiming to get v1 of the new systems in place for beta testing by the end of the summer. You can join the [url=https://discord.gg/animalroyale]SAR Discord[/url] or follow us on [url=https://twitter.com/animalroyale]Twitter[/url] and [url=https://facebook.com/animalroyale]Facebook[/url] to get the news first and provide your feedback.
In the meantime, we’ve already made some improvements to our Daily Challenges system that are ready for release today:
[b]Daily Challenges Improvements[/b]
[list]
[*] Rather than earning 1 new daily challenge per day, you’ll now get 2 new challenges every day.
[*] Daily challenges will refresh every 24hrs regardless of whether you’ve completed them or not, so you’ll always have two to work on until they’re complete.
[*] Since they refresh every 24hrs and you always get two new ones, you’ll no longer be able to accumulate 3 at a time.
[*] Challenges refresh at exactly 00:00 UTC and we’ve added a handy timer so you can clearly see when they’ll refresh.
[*] Some challenges have been adjusted or removed to make sure they’re all attainable in one day.
[*] Rerolling a challenge won’t ever give you the same challenge type (previously it was possible to reroll a challenge only to end up with another challenge of the same type).
[/list]
[b]Game and UI Improvements:[/b]
[list]
[*] Quick chat ground markers will now snap to the edges of the screen.
[*] Can ping your guns in your inventory to say "Need [ammo]."
[*] Can ping either Super Tape or Armor in your inventory to say "Need Super Tape."
[*] Can ping health juice in your inventory to say "Need healing."
[*] Can ping Giant Emus and Hamster Balls.
[*] You can now see the weapons & gear HUD for players who you’re spectating.
[*] Ghost spectators in private matches will now see the kill count of the person they are viewing (in the top left).
[/list]
[b]Additional Changes:[/b]
[list]
[*] Minor map changes: adjustments to the bramble near the middle of the map, and a small change in the south by a campfire.
[*] All long body characters like the Super Sloth have been changed to standard Super Animal size for consistency and to help with technical requirements of supporting so many unique animals.
[*] Beard styles updated.
[*] Decreased gas cloud particle texture size. May improve performance.
[*] Fixed Banana Forker tooltip.
[*] Fixed a bug where lobby weapons were sometimes visible during the match in private games.
[*] Various translation fixes.
[/list]