Dorsth-STRAFTH icon

STRAFTH

Aim trainer with 34 scenarios, a route trainer for the cup maps, leaderboards and benchmarks on strafth.com, five multiplayer modes and player profiles, for competitive STRAFTAT.

CHANGELOG

STRAFTH changelog

2.1.0

  • Route trainer: the cup's weapon swaps are set as a route's map loads, like the game's own swap presets, instead of right after. Every weapon on the map is the swapped one from the start, so the melee the route trainer keeps from try to try is the right one: spawners that start with a melee follow the swaps again (stylus on sonova the dome, couperet on basket crosshair alt, katana on dragonfly space), and a swapped-in melee like the flamberge on dragonfly space has no collision when dropped and the light/heavy cancel works.
  • Route trainer: through the countdown melees on their spawners are held still too, and every weapon spins and bobs again once the countdown is over.
  • Route trainer: a dropped melee goes back on its spawner straight, not tilted.
  • The impetus is called impetus (golden impetus is gun game's).

2.0.9

  • Route trainer: melees act like they do at the start of a take on every try. The game's melee only has no collision (so the light/heavy cancel works) when it's the one the map loaded with; a melee spawned later collides and can't be cancelled. The route trainer now keeps each spawner's own melee and puts that same one back on every restart instead of letting a new one spawn.
  • Route trainer: through the countdown your keys do nothing (moving, jumping, crouching, sliding, leaning, picking up, shooting), like the start of a round. You can still look around, and what you hold at the go counts right away.
  • Route trainer: a restart stands you up straight away (no more starting the next run crouched), and the speed under the keys goes back to 0.
  • Route trainer: through the countdown the weapons on their spawners don't spin or bob, including the ones that float above their pad.
  • Route trainer: going into explore on a map you ran routes on is plain explore again (it used to start the route trainer again).
  • Aim trainer: every player in ar bounce house leaps.
  • Aim trainer: leaping players always leave the ground (some slid along the floor as if they'd jump and never did).
  • Aim trainer: no "headshot multiplier" tag on revolver ascended.
  • Aim trainer: the ar scenarios are listed right after the smith ones.

2.0.8

  • The countdown shows whole seconds again by default, in the aim trainer and the route trainer. "detailed countdown" in settings (aim trainer or route trainer, it's one setting) shows it as "2.47" instead.
  • The countdown, and the route trainer's times at the top (time, your best, record), no longer shake while they count. Every digit takes the same width, so the numbers stay in place.

2.0.7

  • New icon.

2.0.6

  • Public release. Everyone starts fresh: the beta's scores, run history, time trained, route times and ghosts are moved into a "beta" folder next to the config (nothing is deleted), and strafth.com's aim, benchmark and route boards start empty.
  • Aim trainer: the m2000 and sawed off scenarios are at the bottom of the list.
  • Instagib and instagib bounce are one mode now: instagib has a "mode" option, normal or bounce. Hover "bounce" to see what it does.
  • Instagib: the smith reloads by itself after its shot, with its own reload animation and sound, like in smash.
  • Vamp LG 1v1: no hit sparks for now.
  • Vamp playground is out of the multiplayer menu for now.
  • Multiplayer: STRAFTH's own netcode is off for now and its setting is gone. Every STRAFTH mode plays on the game's own netcode.
  • Route trainer: the countdown shows hundredths ("2.47"), the seconds big and the hundredths smaller.
  • Route trainer: the ghost setting is gone. There's no ghost until you click someone on the route's leaderboard, and clicking them again takes it away.
  • Menu: the box with your picture and name is as wide as the "strafth" version line above a short name, so it isn't cut off.

2.0.5

  • Menu: a "website" box next to the search at the top opens strafth.com. On a profile, click the picture to open theirs (the one they made, else their scores); the strafth.com row at the bottom is gone.
  • Profile: time trained counts the route trainer too, and the tiles at the top are now aim trainer (the average place, "top 27%"), aim #1s, route trainer (the same on the routes), route #1s and time trained, and a routes section lists their times with their place on each, best place first. Click one to open its map.
  • Route trainer: the routes on a map are sorted by name, a weapon's own route before its 2x one.
  • "New record!" plays the moment a run ends when it beats the #1 on the leaderboard as last read, in the aim trainer and the route trainer, instead of after strafth.com answers.
  • Route trainer: a route only counts once you've held the weapon for a second. The time is still the moment you picked it up. Drop it or swap before then and the clock keeps running; die in it and the route starts again. A thin bar under the crosshair fills up while you hold it.
  • Route trainer ghost: a see-through aboubi runs a best time beside you, one at a time: whoever you click on the route's leaderboard, yourself too. None until you pick one; click them again for none. It's a faint white aboubi (his textures in grey, lightened) with their name over it, shows from the go (not through the countdown), and isn't drawn while you're standing in it. It can be turned off in settings, route trainer.
  • The ghosts move like the player did: runs set from 2.0.5 on keep which way the body faced and its animations (crouching, sliding, leaning, jumping, sprinting). Older runs only have the path, so their ghost guesses those.
  • Runs are kept every 30 ms instead of 50, at the exact moment of each frame, and the ghost follows a smooth curve through them, so it sits closer to where the player really was.
  • Route trainer: a route can ask for two of a weapon, one in each hand ("2x glock"). It counts once both are held, each off a spawner, for a second. Offered where a map has that weapon on two spawners or more.
  • Route trainer: on adobe 00 each ak spawner gets its own route and leaderboard too, "balcony ak" and "ground ak", in place of "ak" (its times are gone). Canliferous fluorspar's single revolver routes are off too, 2x revolver is there instead.
  • Route trainer: the 1v1 cup map pool is back, next to 2v2 (a switch at the top of the route trainer).
  • Aim trainer: the scenarios are listed A to Z, and a "benchmark" checkbox next to the filters shows just the scenarios in the benchmark.
  • Aim trainer: "dual smg speed switching" is now "smg speed switching".
  • Aim trainer: silenzzio ground strafes and silenzzio jump strafes are played with two silenzzios, each doing half damage.

2.0.4

  • Route trainer: only the route's weapon off one of the map's spawners stops the timer. A weapon spawned in any other way doesn't count.
  • The route trainer's cheat log says which spawner the weapon came off.

2.0.3

  • Route times are never held anymore. Every time goes on strafth.com right away.
  • A posted route time that wasn't a new #1 said "strafth.com can't be reached". It says your place now.
  • Two quick route times in a row could post at the same moment, and strafth.com turned the second away ("slow down a little"), so a new best could go missing. They're sent one after the other now, and one turned away for being too quick is sent again.
  • The route trainer's cheat log no longer flags deceleration (the game changes it itself), lists each movement value once, and lists other mods that hook into the player's movement.

2.0.2

  • Route trainer, reworked. It sits under the aim trainer on the play page and shows the picked 2v2 routes straight away, maps A to Z, with a picture of the map on hover. Click a route and you're in: the map loads and the run starts.
  • A restart puts everything back: every dropped weapon goes, weapons back on their spawners, barrels and doors reset, dispensers don't stack. Dying restarts the route too. F3 and F4 (saved spots) are gone.
  • You start standing on the floor at the spawn, not a little above it.
  • The route trainer hud is like the aim trainer's: time, your best and the record, a countdown, and key presses (w a s d, q e leans, crouch, jump) with your speed under them. Health and the game's speedometer are hidden. Timer, key presses, speed and the countdown can be set in settings, route trainer.
  • A new #1 plays the new record sound and the announcer, like the aim trainer.
  • No chat commands or flying on route maps, and STRAFTH shows in your Steam status there. The route trainer is off while the aim trainer or a duel runs.
  • Route times are sent with a cheat log (game speed, flying, noclip, changed movement values). A time that looks off is held for a look before it goes on the board.
  • Settings: the restart key moved to general (it restarts both trainers). Sharing aim scores and sharing route times are two separate switches, in general.
  • Turning a share switch off now also hides your old scores or route times on strafth.com. On again brings them back. strafth.com keeps the setting, so a reinstall doesn't undo it.

2.0.1

  • New: route trainer (play, routes). On the cup maps (the 1v1 and 2v2 map pools on strafth.com, with their weapon swaps), alone in explore mode, it times how fast you get from a spawn to a weapon. Pick a spawn and a weapon, start (F8): every weapon goes back on its spawner, a countdown at the spawn, and the timer stops when you pick that weapon up. Anything picked up on the way is fine. Your best per route is kept, and the time goes on strafth.com/routes with the path you took. F3 saves where you stand and F4 puts you back there, to practice a stretch (it ends a timed run).
  • Works without Mod Menu. Without it the game removed the object mods live on when you went into a lobby, and parts of STRAFTH stopped.
  • The crack head hit sound had static under it and could pop at the end. It's clean now, and the punch kill sound (which uses the same snap) is too.
  • New clicking scenario, fg double jump, in place of fg leap flicks. Two players strafing on the ground who now and then double jump: real double jumps recorded from a player and played back exactly, turned to fit and mirrored. A jump, the second jump near the top of it turning back the other way, about 4 m up and 1.3 s in the air.
  • New tracking scenario, kusma uneven far strafes. One player strafing side to side far away (20 to 32 m), over its own ground: hills of every size, from small bumps to big ones over 2 m high, with holes between them. Simpler movement than kusma uneven strafes: no circles, slides or jumps, now and then a long strafe.
  • Yangtse float track and yangtse air switching show only the players' heads (aboubi's head, with its outline), a little bigger than a player's (1.35 times), looking straight at you, without bobbing along with a run. Only the head can be hit. Both start a new leaderboard.
  • Fg leap flicks is gone (fg double jump took its place).
  • Players' jumps are a player's jumps, measured from a recording: gravity 30 on the way up too (was 20), so a jump goes about 1.1 m up and lands after about 0.55 s (was 1.6 m and 0.75 s). Leaps and the jumps up kusma ascended's steps stay as they were.
  • Players that jump or slide jump out of their strafing steer in the air as much as a player can, measured from a recording: a quarter of what they do on the ground, so switching sides in the air takes them to a standstill sideways in about 0.2 s. They can switch sides in the air too. (2.0.0 had them steer as quickly as on the ground, before that they hardly steered.) Floating and leaping players stay as they are.
  • Slide jumps are a player's, measured from recordings: the slide pushes to 11 to 13 on the ground, the jump comes almost at once (0.06 to 0.12 s into the slide, was 0.12 to 0.28 s) at a normal jump's strength, about 14 just after takeoff easing to about 12.5 by the landing, facing where it's flying for the first moment in the air and then looking back at you, curving 30 to 60 degrees to one side in the air, and slowing back to 8.5 over a few tenths of a second after landing. A slide jump is never turned back in the air. They stand up out of the slide once in the air.
  • Players only jump and slide jump with momentum, running near full speed, never slow or standing (a player jumps with intent), not right as they turn around, and mostly hold the same way to the landing; now and then they switch side in the air.
  • Players' bodies trail their movement by a few hundredths of a second, eased, like a real player seen through the netcode, so their turns and stops are a little less sudden. Their hitboxes move with the body: what you see is what you hit.
  • In the fg scenarios the players move like a player holding an fg, measured from a recording: running 7.4 instead of 8.5, and jumping higher (1.4 m, 0.61 s in the air instead of 1.06 m and 0.53 s). Their slides scale the same way. Fg pillar flicks stays as it was.
  • Players never stop and stand still anymore while strafing, in any scenario (revolver ascended's could stand for up to a second). Fg reflex flicks' short stand when one shows up and the leapers waiting behind their walls stay.
  • Fg pillar flicks: no sound when a player comes out.
  • Fg circle strafes: no slide jumps.
  • The pb bar's two colors can be set: visuals, menu and hud, pb bar, "on pace" (green) and "behind" (red).
  • A killed player that isn't kept for later could flash purple for a frame. It's hidden first now.
  • A new best on strafth.com shows up on the leaderboard beside the menu right away. Before, it only showed after leaving the menu and coming back.

2.0.0

  • Players in the scenarios no longer crouch at random. They only crouch to slide (slide jumps, leaps).
  • The smith reloads 50% faster in every scenario (its reload takes two thirds of the time), with its reload animation sped up to match.
  • Players in the scenarios never go faster than 8.5 on the ground, sliding included. Only jumps and leaps carry more speed through the air.
  • Players in the scenarios speed up and turn around on the ground like a real player: from full speed one way to full speed the other way in about 0.3 s (it was about 0.15 s, quicker than anyone can). Letting go, they slow down a little softer too.
  • Players in the scenarios stop the way a player does, with a tap of the other key: from full speed to a stop in about 0.05 s instead of coasting.
  • Players in the scenarios no longer turn around at the same invisible line every time: how far before the edge of their area they turn changes every strafe, and one that still gets to the edge brakes hard instead of stopping dead.
  • Players that jump or slide jump out of their strafing steer in the air like a player can, and can change their mind mid-air. The leaping players keep their leaps as they were, and the floating players turn in the air a little quicker than before.
  • New tracking scenario, kusma uneven strafes. One player strafing fast up close over uneven ground: hills of different heights with dips between them, so it bobs up and down as it goes.
  • New tracking scenario, yangtse float track (two yangtses). One player that never lands, floating up and down and strafing through the air, close to mid range.
  • New switching scenario, yangtse air switching (two yangtses). Three players floating up and down in the air like yangtse float track.
  • New switching scenario, yangtse duo ts (two yangtses). Two players at once, strafing, jumping and sliding, close to mid range. They stay close enough to each other that both are on screen.
  • New clicking scenario, fg pillar flicks. Three round pillars ahead. Players come out from behind the middle one one after another, fast, a few at a time, each running straight at full speed to the left or the right pillar. Kill them before they're behind it. A new one comes on a steady beat, so killing fast doesn't bring them sooner.
  • New clicking scenario, fg random flicks. One player off to the side of where you aim, close by to mid range, strafing. Killed, it doesn't go away: it runs to another spot in a tenth of a second, seen all the way, and can't be hit until it's there.
  • New tracking scenario, yangtse super close strafes. One player strafing on the ground right in front of you, closer than yangtse close strafes. It never jumps or slides.
  • New clicking scenario, fg leap flicks. Two leaping players: one leaps out from behind a wall, the other leaps around in the open.
  • Starting a scenario or a mode from the home screen could leave the game stuck at the home screen's 90 fps cap. Once you're in a map it always uses your own fps setting now.
  • The text on a filled button (start, play, the picked filter) switches to white or black when your two menu colors are too close to tell apart, like black on black.
  • Smash: the rocket launcher fires a little slower.
  • The hud has its own text and background colors, under the menu colors in visuals, menu and hud colors. Until you pick them it uses the menu colors.
  • Pb bar, like KovaaK's: a bar under the stats hud that fills up to your best score on the scenario while you play. See-through, green while you're on pace for your best and red when you're behind, with a white arrow under it that moves with the time. Turn it off in the aim trainer settings (pb bar).
  • The floating players in yangtse float track and yangtse air switching are always in the sprint animation, bent forward, and never change to standing upright.
  • Enter no longer opens the match chat while the STRAFTH menu is open. It could open by accident and then you couldn't type in the menu's text boxes.
  • The hud takes a color change right away. Before, it kept the old colors until you restarted the game.
  • A scenario's page has its leaderboard in a panel beside the menu: your own place at the top, then the top 20, each with the player's picture, name, accuracy and score. Friends shows only you and your friends, at their place on the board. Click a row and a card with that run floats beside it: score, accuracy, kills, when it was set (like 4d or 3w), cm/360, runs played and their profile. strafth.com under play opens the whole board.
  • The aim trainer is one list of every scenario. Buttons at the top show only clicking, tracking or switching.
  • New profile. It shows your Steam picture, your benchmark rank and place, your average place (as top %), your best place, your top 10s and your time trained, and your best score and place on each scenario. Click a score to open that scenario. With score sharing off it shows your own bests from this PC.
  • Profiles show your scores and benchmark rank from strafth.com again (they came up empty). The rank sits in a small box in its rank color, and each score shows its place beside it, in columns that line up. Scores of 0 aren't listed.
  • Before you've played enough of the benchmark for a place on its board (9 of the 18), your profile shows the rank your scores so far give you, and how many you've played.
  • Friends, under profile: your Steam friends who are online, the ones in STRAFTAT first. Invite them to your lobby or join theirs. Friends with STRAFTH have a small tag. The list updates by itself.
  • Find a player, under profile: search strafth.com by name or Steam profile link and open anyone's profile. Add them as a Steam friend from there.
  • STRAFTH sets a hidden Steam status so your friends' STRAFTH can tag you. Vanilla players see nothing.
  • Your picture and name at the top of the menu open your profile (it's not in the list on the left).
  • The menu is see-through and blurred everywhere: in a match, the home screen, a lobby and the game's own menus. The blur is live.
  • Drag the menu's top bar to move it. It stays on screen and remembers where you put it. Double-click the bar to center it.
  • The search at the top is the same text field as every other one now: same cursor, blink, selection and look.
  • Escape closes the menu (it stops typing first when you're in a text field). It no longer opens the game's pause menu underneath.
  • The loading screen stays dark with a light background color (a deep shade of it), so it no longer flashes white.
  • Tags, scoreboard rows, the match clock and the end of match stats are tinted from the text color, like the menu, so everything matches on any background color.
  • Text fields are a see-through shade on any background color, and their hint goes away when you click in.
  • Scrolling glides more smoothly, about a row per notch. The rows stay on whole pixels while they glide and don't shake at the end of a list.
  • Invite and join buttons light up when you hover them, and the row stays lit.
  • Search finds friends and find a player, and opens a page directly when you search its name. Reset buttons and single skies aren't in the results anymore.
  • bot outfit and hat is called bot look now.
  • The strafth.com row moved from settings to profile. The menu and hud colors page is called that now.
  • single-player is called aim trainer now, under play and settings.
  • The menu opens on what you're doing (your scenario, or your mode in a match), otherwise on your profile the first time and then where you left it.
  • Your arms are back in the arena, with the viewmodel setting. They no longer flicker when a gun is handed to you or you switch guns, and the free hand lets go when you switch from a two handed gun to a one handed one (gun game, smash).
  • Time trained on profiles is the real time spent in runs, restarted and quit runs too (not paused). STRAFTH counts it in your stats file and sends it along with your next posted run, so restarts don't post anything. Time from before this update counts as a minute for each run you posted.
  • The settings file is much smaller (about 45 KB down to under 10). Key settings no longer list every key on the keyboard above them. Your keys stay as they were.
  • One file less: the leaderboard id lives only in the game's own saved settings now (it was also kept there before), so the .leaderboard.id file is removed. It stays through a reinstall or a new mod manager profile, and a new pc still moves your account over by itself.
  • Profiles are easier to read at a glance: each group (clicking, tracking, switching) shows its benchmark rank beside its name, each benchmark score shows the rank it's worth, and a first, second or third place is in gold, silver or bronze. All of them sit in a small box of their own color, so they read on any menu color.
  • The leaderboard panel slides out from under the window when it opens. The window stays where it is.
  • The scroll bar is just a thin handle now, and it shows where the page is right away.
  • Your profile is fetched in the background, so it opens with your scores right away.

1.9.8

  • New clicking scenario, revolver leap flicks (dual revolvers, one hit kills). A player waits behind a wall straight ahead, leaps out to one side like in ar leaptrack and is gone 2.4 s later. The wall has a CAUTION! JUMPER sign.
  • New clicking scenario, revolver ascended (dual revolvers). kusma ascended's steps with three players, each strafing on its own step. They never jump, crouch or change steps.
  • fg reflex flicks is fairer. Players show up 30 to 100 degrees from your aim, 10 to 18 m away, stand still for 0.3 s, then strafe one way at a steady speed. The next one comes 0.3 s after a kill. Scores run higher, so it starts a new leaderboard.
  • Yangtse close strafes: players don't crouch anymore, and a slide picks a side with room and keeps it.
  • A new player shows up already holding its gun.
  • Three pauses a run. After the third, opening a menu doesn't stop the run. fg reflex flicks pauses like the others now.
  • The m2000 scenarios are under clicking. Their scores carry on.
  • Search at the top of the menu finds any scenario, mode or setting. Click a result to open its page.
  • Long pages and lists scroll with the mouse wheel anywhere over them, or the bar on the right.
  • Visuals is split into arena, players, your gun and menu and hud. Audio into sounds and volume. Settings into general, single-player and multiplayer.
  • Menu and hud colors: pick any text and background color, or reset to the default.
  • Every color picker has a hex field. It works like any text field: click to place the cursor, drag or double-click to select, ctrl+a, ctrl+c, ctrl+v.
  • A color picker keeps its hue when you go to black or gray, so you can still change the hue there.
  • See-through panels look the same with a light background color as with a dark one.
  • The search field stays darker than the menu with a light background color too. Hex fields look like the search field.
  • Color pickers sit on a row like every other setting, lined up with the right edge.
  • The leaderboard button on a scenario page shows with score sharing off too.
  • Multiplayer: the players list shows each player's Steam picture. The gun game set picker shows just the set's name.
  • Lighting on every STRAFTH map is one sun and an even fill. Surfaces facing the same way get the same shade.
  • The menu shows your real version again (it said 1.9.6).
  • Netcode: when nothing comes in from a player, the message says the game's own movement is used for them (it said they need STRAFTH 1.7.3).
  • Closing the game no longer starts a background helper or writes STRAFTH-quit.log.
  • Fewer lines in the log and a little less garbage in multiplayer.

1.9.7

  • Aim trainer: a run's log for strafth.com also has when in each frame your view turned without the mouse (before the game's scripts run, before or after the game's mouse look, or at the very end just before the frame is drawn), and for any code in the game from outside BepInEx, what's in it and which parts of it are running. Nothing else from your computer.

1.9.6

  • Gun game: melee demotion, a host option on the gun game page (on or off). Everyone also carries a stylus: 1 takes out your gun, 2 your stylus (both can be changed in settings, gun game). A kill with the stylus sends the one you killed back a gun; it doesn't move you on, it's how you set the leader back. The stylus is the game's own. No taunts on the number keys while it's on.
  • Gun game: five weapon sets to pick from on the gun game page. Classic (the 32 guns as before), sharpshooter (rifles, revolvers and one shot guns), spray and pray (full autos and bursts), heavy (shotguns, launchers and explosives) and comp (the guns of the community's competitive playlists), 24 guns each. Every set ends on the golden impetus, and everyone plays the host's pick.
  • Gun game: the rocket launcher, dual launcher and prophet can't be spammed anymore. They hold 3 shots that come back one every 1.5 seconds, shown next to your gun at the top (shots 2/3). Empty, they just don't fire until a shot is back. Every other gun still never runs out.
  • Gun game: eight new maps next to nuketown. Shipyard (large): container rows with steps and a bridge up top, a crane, a freight train and two warehouses with mezzanines. Plaza: a town square round a fountain with cafes, balconies, market halls and raised terraces. Foundry: a steel works hall with a furnace, catwalks and two bridges across, under a steel beamed roof. Rooftops: a city street between buildings of 4, 7 and 10 meters, fire escapes, roof stairs, plank bridges and a footbridge over the street. Temple: jungle ruins round a stepped pyramid with a shrine on top and a tunnel through it. Subway: an underground station with two trains you can run through and ticket halls over the tracks. Outpost (large): a desert base with hangars, barracks, watchtowers, bunkers and a helipad. Lodge: a snowy village with log lodges, ski lift decks, cabins and a frozen pond.
  • Gun game maps have textures now: bricks, planks, paving, cobbles, corrugated metal, roof tiles, grass and more, drawn in code like the arena's own, on every map including nuketown. The indoor maps (foundry, subway) get flat, even light so they aren't dark.
  • Gun game: you no longer spawn facing a wall up close. You still face the middle of the map, unless there's a wall in front of you, then you're turned the least way round that gives you room to see.
  • Nuketown: the swing set's bar sits on its frames instead of floating, nothing flickers anymore where two surfaces meet (the garage door, the camper's stripe, the cul-de-sac), the rocks behind the barriers at the dead end all stand on the ground (one used to hang between the other two with a gap under it), the rock blocks in the four corners are gone and the car in the garage stands on its floor.
  • Aim trainer: no more slides that stand straight back up. Some of the players' short slides ended without the jump, a third of a second of sliding facing you and then up again, which looked nothing like a player. A short slide now always ends in its jump, and where the players never jump (ar two targets, ar bounce house) every slide is a held one that slows down. In yangtse mid strafes slides only go straight to the side, out of the strafe the player is running.
  • Netcode: players across an ocean (an EU host with NA players, or the other way) no longer teleport around, most of all in smash. When a new message from a player didn't match where they were guessed to be (a knockback, a sharp turn), a miss over 3 m was shown as a jump, and after a short gap in their messages they jumped back from where the game's own movement had them. Now they glide there from wherever they're drawn, a little longer for a bigger miss, and only a real teleport jumps. They're also guessed up to 0.2 s ahead (was 0.15 s), enough for a ping across the ocean.
  • Smash: fixed a player dying for real and coming back outside the match, in the ground level of arena_00 instead of the arena. A rocket that got to go off the game's own way (a real blast with its explosion and damage, which smash never uses) could kill the player on their own side. Now a rocket from anyone in the match never goes off the game's way, and in smash, as in gun game, no damage takes real health on a player's own side, only the host counts.

1.9.5

  • Aim trainer: fixed each new player coming in with a burst of blood and a hitch, getting worse the longer you played (since 1.9.3). A shot that hurts a player without killing it leaves a blood effect on them. When that player died, its body was kept to be used again with those effects still on it, and when the body came back they all played at once. They are now cleared before the body is kept. Restarting the scenario used to hide the problem for a while.
  • Closing the game: the fix from 1.9.3 for the game staying open after you quit (Steam stuck on "stopping") didn't work, it ran inside the game and stopped along with it. Now a small hidden helper outside the game ends it if it's still running 15 seconds after you quit.

1.9.4

  • Aim trainer: pausing a run no longer helps your score. The players stand still while a run is paused, but your view could still move, so you could pause over and over, line up each shot in the pause menu and fire right after. Now while a run is paused your view stays put, and you stay put too (no falling, sliding or being pushed, and you carry on with the same speed after). On fg reflex flicks a pause waits until the player that's up is killed or gone, so you can't freeze a player that just appeared. Paused runs post to strafth.com as usual.
  • Fixed a friend who had been in your STRAFTH box being sent back into it during a normal match afterwards (since 1.9.3). A trip to the box now only ever happens on STRAFTH's own map in explore mode, and it ends for everyone with the next map.
  • Aim trainer: players no longer spawn crouched and stay that way, even after a kill (since 1.9.3). A pause stops the players' animation; a player put aside while a run was paused (starting a scenario from the menu, for one) kept it stopped, and came back frozen in its first pose, a crouch, every time it was used again.

1.9.3

  • Aim trainer: players stopped coming back after you killed them when a bot outfit or hat was picked (not random). Since 1.9.2 a killed bot's body is kept and used again, but the game hides a body when it's killed, and it stayed hidden. It now shows again when it's used.
  • Aim trainer: a new bot outfit or hat shows right away, on every player standing and every one after. Before, it only showed on new players, and a kept body was put aside under the outfit and hat picked at that moment instead of the ones it was wearing, so after a change the old look kept coming back.
  • No more lag spike on your first hit in the aim trainer and the STRAFTH multiplayer modes. To see if CombatSounds plays its own hit sound, STRAFTH looked for that mod by searching all the code the game and every mod have loaded, the first time you hit someone. With a few mods installed that took long enough to drop frames. It now looks in the CombatSounds file directly, once, when the game starts. The same for how it finds ChatCommands on the first map you load.
  • Smoother: the announcer gets each voice line ready the first time it plays, instead of all of them at once on the first line of the game (a small hitch as a match started, with the welcome line off). The end of your first aim trainer run no longer reads every mod file at once for the run log, that's done in the background when the game starts. The lobby and tab player rows make less garbage every frame.
  • Aim trainer: players in the air look at you, aimed a little low. When they jumped while facing where they were going (slide jumps, leaps), or with their aim tipped up from running, their arms came up in front of their head and covered it. Most noticeable in fg circle strafes.
  • Aim trainer: a player could stay crouched for good, even after being killed, while running at full speed. A kept body came back with the animation it was put aside in (crouching or sliding); it now starts its animation over. If the players' animation controls were ever read before the animation was ready, no player got any animation for the rest of the game; they're now read again until they're there. The crouch walk animation also gets the value the game gives it.
  • Explore mode on arena_00 works again. Opening that map through the game's own explore mode put you in the STRAFTH box, because STRAFTH uses arena_00 for its box. Now you only land in the box when STRAFTH opened the map (a scenario or mode from the main menu) or when you join a host whose map STRAFTH opened.
  • Aim trainer: "new record" also plays when you beat your own first place score on strafth.com, not only when you take first place from someone.
  • Fewer lines in the game's log: the harmless warnings the game writes every time a player is made ("NetworkAudioClips instance has not been assigned" and "not the owner of this object") are skipped. Every aim trainer bot is a copy of the player, so they piled up into thousands of lines, each costing a little time. In every game, not only STRAFTH's.
  • Aim trainer: a run's log for strafth.com also has how long your crosshair took to first reach each player that appeared in sight, lists the mods that hook the game's aiming or shooting, any code in the game that isn't the game's or a BepInEx mod's (name, version, a fingerprint of the file and the folder it's in, no full paths), and for every shot how far it went from where you were looking. Nothing else from your computer.
  • Netcode in STRAFTH modes: players no longer show up half inside walls, floors and ceilings, most of all when they rocket jump in smash or bounce in instagib bounce. STRAFTH shows other players where they are now, by moving their last known position on by their speed for the time the message took. With a high ping (playing across an ocean) and the speed of a rocket jump or a bounce pad, that guess went on into walls until the next message came, and players launched upward were guessed on up without falling. Now the guess stops at walls, ledges, ceilings and floors and slides along them, players in the air fall in it like they really do, and it never guesses more than 2.5 m ahead.
  • Netcode is now a match option: the host picks on or off in the mode's options, next to the map and rounds, and it's the same for everyone in the match. On by default. Off shows the other players with the game's own movement, where they were a moment ago. Shots count where the shooter sees the target, so everyone playing with the same setting keeps it fair.
  • Closing the game: if it's still closing 10 seconds after you quit, STRAFTH ends it. Some players had the game stay open in the background after its window closed, with Steam stuck on "stopping". The cause isn't known yet, this makes sure it closes.

1.9.2

  • Aim trainer: holding right click to zoom while you restart a scenario no longer leaves you zoomed in after you let go.
  • Aim trainer: fixed a run sometimes not posting with "a run takes a minute, this one came too soon". When the run before it was slow to post, the next one could reach strafth.com too soon after it and was turned away. It now waits until it can post, and if it's still too soon it tries again after the wait.
  • Aim trainer: a run is still posted to strafth.com when your connection drops as it starts. STRAFTH keeps asking while the run goes and, if it has to, after it ends, then posts it about a minute after it got an answer. A post that gets no answer is tried again a few times.
  • Aim trainer: no more "this steam account posts from another install" after a new pc, a reinstall or switching mod manager profiles. STRAFTH sends a Steam login ticket with each run, and strafth.com checks with Steam that the account is yours, then lets the new install post. Nothing to sign in to. Your leaderboard id is also kept in the game's own saved settings, which every install on your pc shares.
  • Aim trainer: runs played with a field of view under 90 aren't posted to strafth.com. A lower fov makes players bigger on screen, which makes some scenarios easier. The run still counts for your own best.
  • Tracking scenarios: the player starts straight ahead, on your crosshair, then moves on its own.
  • Dual smg speed switching: a slide only comes out of a strafe the player was already running, carries on the same way and always ends in a jump. No more sliding straight at you from standing still. Same leaderboard as before.
  • Switching scenarios: a new player never shows up where you're already aiming. Killing one and waiting for the next in the same spot no longer works, you have to switch. Same leaderboards as before.
  • Kusma far strafes: the player never slides anymore. Its slides could turn it toward you out of nowhere. Same leaderboard as before.
  • Aim trainer: no player slides straight at you anymore. In every scenario a slide only comes out of a strafe the player was already running and carries on the same way, sideways or a little away from you, never toward you and never from standing still. This was already the case in a few scenarios, now it's all of them, like yangtse mid strafes, the double sawed off ones and ar two targets. Same leaderboards as before.
  • Ar ground plaza: shorter breaks. The player is up for 12.75 seconds and gone for 3, four times a run, and the run ends with it still up. It's up a little more of the run, so scores come out a bit higher. Same leaderboard as before.
  • Audio: the "default" hit, headshot and kill sounds played nothing. They now play your CombatSounds sound if you use that mod, otherwise the game's own at the effects volume.
  • Audio: new sounds. Hit: keycap. Headshot: marble. Kill: vice.
  • The STRAFTH menu makes the same sounds as the game's own menus: a tick when you hover a button, slider or field, and the press and release sounds when you click.
  • The STRAFTH menu no longer dims the game behind it.
  • The STRAFTH menu, scoreboards and hud panels are more see-through, with a darker tint and a lighter blur behind them.
  • The aim trainer stats bar and the smash lives panel no longer have an outline, and they're more see-through and less blurred than the menu and scoreboards.
  • Aim trainer: smoother when players spawn and when you restart. Less work for each player that shows up, restarting the same scenario keeps its room and sky instead of building them again, and at the start of a run the players come in one at a time during the countdown instead of all in the same frame.
  • Aim trainer: bots that die are kept and reused for the next ones instead of being made from scratch each time, so respawns cost less, most of all in the switching scenarios and when you restart. With a random bot outfit or hat every bot is still made new, so each one gets its own look.
  • Starting a scenario or a mode from the main menu after leaving a match could get stuck: the lobby was made but the map never loaded, until you hosted a lobby yourself and left it. STRAFTH now notices when the map hasn't started loading after 12 seconds, leaves that lobby and opens the map again once.
  • Lobbies start at 2 players when the game opens, instead of 8. Lobbies of 4 or more don't show in the game's lobby browser, so normal lobbies were hidden unless you changed it. You can still pick up to 8.
  • Gun game: the kanye replaces the rocket launcher.
  • 1v1 modes say "others spectate".
  • The welcome voice is quieter, so it no longer catches you off guard when the menu opens.

1.9.0

  • Silenzzio ground strafes: the players never crouch or slide anymore, and they can't flick left and right in quick bursts. Far away they strafe a little longer before turning, so they're a bit easier to hit, and up close a little shorter, so they're a bit harder. They also stay around the distance they showed up at instead of slowly drifting to the back. Same leaderboard as before.
  • Aim trainer: every player strafing on the ground now sometimes turns through a short step forward or back, like in yangtse close strafes, so the turns look more natural. The ones that already did it on every turn are unchanged.
  • Yangtse close strafes and silenzzio jump strafes: a slide only comes out of a strafe the player was already running, carries on the same way and always ends in a jump. No more slides from standing still, toward you, or while still facing you. Same leaderboards as before.
  • Aim trainer: the time, score and accuracy bar at the top has a see-through background, like the tab scoreboard. The text stays solid.
  • Ar ground plaza: its page shows the headshot multiplier tag and the headshots stat. A hit on the head was already worth two, the tag was missing.
  • Aim trainer: a reload now pauses with the run. Open the STRAFTH menu or the game's menu mid reload and it stops where it was, then finishes when you come back. You still can't start a reload while paused.
  • Multiplayer: fixed players sometimes killing in one hit, most noticeable in gun game. A player's game could end up with a wrong copy of someone's health, and every hit after that counted as a kill.
  • Multiplayer: a STRAFTH lobby keeps the max players you picked instead of going to 8.
  • Normal STRAFTAT matches: the round points and the end of round scores could show the wrong number, even -1. STRAFTH's 8 player end of round screen made the host put empty player places in teams of their own, which threw off which score belonged to which team. It no longer makes any teams.
  • No viewmodel sway is now only in vamp lg 1v1. The aim trainer, the other modes and the box have the normal sway again.
  • Vamp lg 1v1: the beam stops at the first player in its way, like in Quake Live, on every screen. It no longer shows through the player you hit or through you. It's also 30% thinner.
  • Smash: no more team colored lines on the scoreboard and next to the names in the top right. Only the player and team names are in team colors. The lives panel in the top right has a see-through background, like the aim trainer stats bar.
  • The STRAFTH menu, scoreboards and hud panels have slightly uneven rounded corners, like they were shaped by hand, the same as on strafth.com.
  • The STRAFTH menu, scoreboards and hud panels are a little more see-through, with the game softly blurred behind them. The menu stays solid in the main menu, the lobby and over the game's own pause menu.
  • Menu: the settings no longer show a description when you hover them. The leave and end buttons do, since they do different things in different places: leave the aim trainer, leave a match, end it for everyone, or leave the lobby.
  • Audio: three new sounds each. Hit: pop, tink and thock. Headshot: ding, chime and crack. Kill: rise, punch and bell.
  • Aim trainer: "new record!" when a run takes first place on strafth.com from someone else. Beating your own record while you're already first stays the usual new best sound. Plays at the announcer volume.
  • Audio: hit, headshot and kill have a "default" option that plays the game's own sounds, and it's the default now. If you never changed these, you get the game's sounds; a sound you picked stays.
  • The welcome voice is a bit quieter. It was as loud as the other lines, but in the quiet menu it came across louder.
  • Menu: your name in the top left is no longer cut off with "..." when it has a symbol like ★ in it.
  • Aim trainer: the countdown before a run can be 3, 2 or 1 seconds, or off (settings, aim trainer). It replaces the skip countdown switch; if you had that on, it's off.
  • Aim trainer: starting or restarting a scenario stands you up straight. A slide, crouch or lean from the last run no longer carries over, which kept you sliding in scenarios where you can't move.
  • Smoother frames and less memory use in the aim trainer, the far view, smash and the menus. Some small fixes and unused code removed. Nothing else changes.

1.8.8

  • Ar ground plaza: the player shows up straight ahead in the middle of the plaza, stays 12 seconds, is gone for 3, then shows up in the same spot again, four times a run. While it's gone a purple ring on the floor shows where it comes back. It never crouches, strafes a little longer before turning and moves a little slower, so it's easier to track. Same leaderboard as before.
  • Aim trainer: you can't reload while a run is paused (the STRAFTH menu or the game's menu open). A reload that was going when you paused is called off, so you come back with the magazine you had.

1.8.7

  • No viewmodel sway anywhere in STRAFTH (aim trainer, every multiplayer mode and the box): your gun doesn't swing when you turn, jump or land. The walking bob stays.
  • Silenzzio ground strafes: headshots do head damage again, so kills come quicker.
  • Ar ground plaza: the player never slides and changes direction much more often, with shorter strafes. A hit on the head is worth two.

1.8.6

  • Safer multiplayer: numbers in messages between players can't be broken (NaN or huge), so an edited game can't put players or beams out of the world. The host only takes as many hit reports as the guns can give: no more lightning beam damage than the beam does, no more smash hits than the guns fire, and only with the smash guns. Positions are only taken from players in the match.
  • Names: a player's own Steam name only stands in for a nickname you gave them, so nobody can pass as someone else.
  • Tidier code inside, nothing else changes.

1.8.5

  • Leaderboards: a run's log is sent compressed, a fraction of the size. strafth.com keeps it that way, so the leaderboards stay inside their free storage. Nothing changes in how runs are checked or scored.

1.8.4

  • Vamp lg 1v1: the walking animation from 1.8.3 is gone, player models animate like before.
  • Vamp lg 1v1: the beam is a quarter thicker than in 1.8.3 and fully solid again.
  • Smash: the kusma knocks people in the air back harder still (1.5 times its normal push, was 1.2), and all its hits stack up to a speed of 9 (was 8 in the air, 7 on the ground).

1.8.3

  • Vamp lg 1v1: everyone's player model is always in the walking animation, whatever they're doing. Only the animation changes: they still move at running speed, and the walk plays faster to keep up with how fast they're going.
  • Vamp lg 1v1: the beam is 80% solid and a quarter thinner than in 1.8.2.
  • Names: everyone shows with their own Steam name, never a nickname you gave them on Steam. As host your nicknames used to go into the kill feed everyone sees. STRAFTH players now tell each other their Steam names, used in the hud, scoreboards, kill feed and the game's own lobby list and tab.

1.8.2

  • Vamp lg 1v1: the beam is 2.5 times as thick and half see-through.
  • Beams go as far as they reach (a wall, or their full 32m), straight through the player they hit, instead of stopping on them. They no longer change angle and size with how far the hit is, and the other player's beam doesn't lock onto you. Hits and sparks are the same as before. The other player needs 1.8.2 for their beam to show this way.

1.8.1

  • Vamp lg 1v1: beams no longer swell up close. A beam hitting you from nearby, or yours on someone nearby, looked much bigger and seemed to lock on. The parts of a beam closer than 8m to you are thinned so it stays about the same size on screen.

1.8.0

  • Smash: the kusma knocks people in the air back 20% harder, and its hits on them stack up to a speed of 8 (7 on the ground). On someone standing it stays at half.

1.7.9

  • Vamp lg 1v1: back from 1.7.6 and 1.7.8, the beams go to what they hit again (drawing them along the gun's barrel sent them into the floor or over your head, the gun models aren't pointed exactly where you aim).
  • Your beam points where your crosshair is this frame, not the frame before, so it no longer trails behind your aim.
  • The other player's beam turns with them: their beam messages come 20 times a second over the network, so it's turned by however much they've turned since, around them, instead of sliding after them. Both players need 1.7.9 for this, with an older version their beam works like before.

1.7.8

  • Vamp lg 1v1: the other player's beam goes straight out of their gun too, the way their gun faces right then, instead of trailing behind it toward where their last beam message pointed.

1.7.7

  • Smash: the kusma's hits push a bit harder (about 20% more per hit, growing with percent) and stack up to a higher speed (7 instead of 6).
  • Smash: the double jump does more. It takes off more of a launch's sideways push (65% instead of half), goes higher and steers harder toward where you're holding, so you can come back from a far launch more often.

1.7.6

  • Vamp lg 1v1: your beam goes straight out of the barrel, the way your gun faces right then, as far as what you're hitting. The gun sways a little behind your view, and a beam drawn to the crosshair bent away from it and looked late. Hits still count along your crosshair, nothing changes there.

1.7.5

  • Vamp lg 1v1: the lightning beam starts at the gun's muzzle, the spot its muzzle flash comes out of, for you and the other player. Before it used the point the gun's shots are counted from, and for the other player a guess from their right hand when that point wasn't found.

1.7.4

  • New icon. The mod itself is unchanged.

1.7.3

  • STRAFTH's netcode is on in every STRAFTH multiplayer mode, always (no more "lg netcode" switch): the other players' movement comes straight from them 64 times a second and you see them where they are now, not where they were. Every shot, the game's guns and the lightning beam, is checked against exactly what you see. Players need 1.7.3; with someone on an older version the game's own movement is used for them.

1.7.2

  • Leaderboards: fixed runs sometimes not posting with "that run has no ticket from its start". The ticket a run asks strafth.com for when it starts could get lost (a scene change during the countdown, or starting another scenario quickly), and it wasn't asked for again when strafth.com didn't answer. Now it's kept safe, only the latest run's counts, and it's asked for up to 4 times.

1.7.1

  • Players banned for cheating can't use STRAFTH: the menu, the aim trainer, duels and the leaderboards are off for them.

1.7.0

  • Leaderboards: every run is sent with its full log (shots, hits, kills, how your view moved and the game's clock) and checked by strafth.com before it counts. Runs that don't add up are turned away, runs past what a person can do are held for a look. Nothing of the log is shown on the site.
  • A run needs a ticket from strafth.com taken when it starts, so a score can't be posted without playing it.
  • Your local stats file is signed: edited by hand, its scores are left out.
  • Older versions can't post to the leaderboards any more, update to keep posting.

1.6.7

  • Vamp lg 1v1 hit sparks: 50% more often, about 11 a second while you're hitting someone.

1.6.6

  • Vamp lg 1v1 netcode: the other player is now shown where they are right now, not where they were when their update left. Their last update is moved on by their speed and turning for the time it took to reach you (measured ping), and when they change direction the difference is eased out over a few frames. Walking behind someone shows up on their screen that much sooner.
  • A few seconds into a vamp lg 1v1 match the game log says whether lg netcode is running and the ping to your opponent, or that they need STRAFTH 1.6.6.
  • The lightning beam starts at the gun's own muzzle point (yours and the other player's), not a guessed spot.

1.6.5

  • Vamp lg 1v1 hit sparks: 7.5 a second while you're hitting someone.

1.6.4

  • Vamp lg 1v1 hit sparks: 5 a second while you're hitting someone.

1.6.3

  • Vamp lg 1v1 hit sparks: fewer of them, one every fifth hit of the beam (about 8 a second).

1.6.2

  • Vamp lg 1v1 hit sparks: twice as big, last twice as long, one every other hit of the beam.

1.6.1

  • Vamp lg 1v1 hit sparks: warm white, bigger and blurrier, and they pop out a bit higher.

1.6.0

  • Vamp lg 1v1: new netcode to try out. The other player's movement comes straight from them 64 times a second and is shown with only as much delay as your connection needs, smooth between updates. Switch it with "lg netcode" on the vamp lg 1v1 page to compare with the game's own.
  • Vamp lg 1v1: Quake Live style hit sparks, small blurry dots that pop out of the player you're hitting, fall and fade.
  • Aim trainer: the slide sound of a player appearing out of sight now plays reliably (players just above or below your screen counted as seen, and in busy moments the sound could be dropped).
  • Cleaner code inside, unused code removed. Nothing else changes.

1.5.9

  • No more hint line at the bottom of the play and duel pages (like "end the gun game first").

1.5.8

  • Fixed the countdown's first tick playing over and over while the loading screen faded out. The countdown now waits for the fade, and with skip countdown on the run starts after it too.

1.5.7

  • The welcome voice toggle has no hover text.

1.5.6

  • "Welcome to STRAFTH": a voice line the first time you open the menu after starting the game. Turn it off with welcome voice in the audio settings, it plays at the announcer volume.

1.5.5

  • With TrueSens on, your cm/360 is posted with your runs and shows on the strafth.com leaderboards.

1.5.4

  • Scenario page: no description, just the name, how it scores and play.
  • Last runs graph: a smooth line with the area under it filled in; hover a run to see its date, time and score (runs from now on keep their date).
  • Text on filled buttons like play is centered.

1.5.3

  • Back to one font everywhere (the bold italic); small text keeps its little bit of letter spacing.

1.5.2

  • One rule for the two fonts. Bold italic for what you read first or act on: titles, headers, names, buttons, the main number, short calls like paused or new best. Thin for what explains or measures: descriptions, captions, values, the other numbers, pills, tips and hints.
  • Buttons, smash lives names and team names are now always bold italic; the trainer hint, "loading" and "under your best" are thin.

1.5.1

  • Small text (captions, values, descriptions, pills, tips) uses a thinner second font, plain century gothic; headers, names and big numbers keep the bold italic one.

1.5.0

  • Lobby with more than 4 players: no more players piled on top of each other. 5 players stand in one row, 6 to 8 in two rows, each with their own 3D player and a compact name card (name, ready, team, kick/ban, mute).
  • The in-match tab screen does the same, with each player's score on their card.
  • End of match screen: more than 4 players go in two columns instead of running off the bottom.
  • Players 5 to 8 spawn a step to the side of the spawn they share with players 1 to 4.

1.4.9

  • Small text (captions, labels, values, pills) is spaced out a little; headers and descriptions stay as they were.

1.4.8

  • The menu, the trainer hud and the smash lives panel are solid again; only the scoreboards you hold up mid game are see-through.

1.4.7

  • Sharper text edges in all STRAFTH menus, screens and the hud.

1.4.6

  • Loading screen fade is quicker, and the 3 2 1 only starts once it has faded out (aim trainer and multiplayer).

1.4.5

  • The STRAFTH loading screen fades out slowly once you're in, instead of vanishing.

1.4.4

  • Text in menus, scoreboards and the hud is drawn crisp, without the soft outline and shadow the game's font carried.
  • Scoreboard: no "player" column label, more room between the header, the column labels and the rows.

1.4.3

  • Scoreboard: the "your place" line is gone, the player list starts right under the header.

1.4.2

  • Scoreboard: your line says "your place" with the place big ("2nd of 6"), and it's hidden when you're the only player.

1.4.1

  • Scoreboard: your own line at the top (your place and numbers), each player on their own bar, the first number bigger, the mode, map, player count, limit and clock in the header.
  • Menu: every row on its own darker bar so text reads over any background, the selected tab and row marked with a mint edge, where you are shown bright at the top, small text brighter.
  • Scenario result: score, accuracy, kills and headshots each with a small label, like the scoreboard.
  • Trainer hud: labels above the numbers.
  • Shorter descriptions and tips everywhere, none run past their box.

1.4.0

  • Leaderboards on strafth.com: finished aim trainer runs are posted under your Steam name (on by default, settings / general / share my scores). The scenario page shows where your run placed and opens its board.
  • Benchmarks: 18 scenarios in clicking, tracking and switching, with nine ranks (postman, sewer guy, fencer, chef, pirate, knight, stuntman, racer, aboubi), on your profile on strafth.com.
  • New scenarios: ar ground plaza, smg frog killa (four leaping players up close), ar two targets (ground strafes and held slides), ar bounce house (two leaping, two on the ground).
  • Renamed: kusma strafes ascended is kusma ascended, ar air leaps is ar leaptrack. Yangtse 360 switching is kusma 360 switching, with the kusma.
  • Scenarios listed in benchmarks order.
  • Menus and scoreboards are see-through with a thin edge, the same colors; fills inside them see-through too.
  • Jump pad hex field: the text no longer moves while you type.
  • Scenario page: "headshots" written out, the result line no longer overlaps; sky list without the extra "selected" text.

1.3.4

  • AR air leaps: the AR's kick now moves your aim itself, the same amount per shot as in a match. Long sprays no longer make the view wobble, letting go no longer snaps you around, and where you pulled your aim is where it stays.

1.3.3

  • Trainer accuracy counts every bullet that hits, every shotgun pellet on its own: 5 of 10 sawed off pellets hitting is 50%. Before, a shotgun blast counted as one shot that hit if any pellet did. Scores and hit sounds stay one per blast.

1.3.2

  • AR air leaps: letting go of the trigger no longer turns the camera back to where it was before the spray. Where you pulled your aim against the recoil is where it stays.

1.3.1

  • Silenzzio ground strafes: headshots do the same damage as body shots, so aiming for the middle of the body pays off at that range.
  • Double sawed off ramp: the ramp now climbs away from you, you stand at the bottom and the bot is always above you.
  • Yangtse close strafes: the bot switches sides like a player, with a short step back or forward in between (a, s, d, then d, w, a), keeping its speed instead of turning around on the spot.
  • Yangtse mid strafes: the bot no longer slows down to walk.
  • All bots look where they're going when they slide jump (and in the air leaps), and back at you the rest of the time.
  • Air leaps is now ar air leaps: the AR with no spread, its normal recoil, unlimited ammo, and no headshot multiplier in damage or score.

1.3.0

  • New mode: gun game, up to 8 players. Every kill moves you on to the next of 32 guns, from the kusma to the golden impetus; a kill with the golden impetus wins (any hit with it kills). Two assists count as a kill. Normal health, the game's own guns with their reloads, ammo never runs out and isn't shown. 15 minutes, then the furthest along wins.
  • New map: nuketown, two houses across a street with a bus, a cul-de-sac and a dead end, garages, backyards and two floor houses. Drawn as a handful of meshes so it stays light.
  • The next gun waits ready for every player, so a level up swaps your gun the moment the kill counts.
  • Gun game scoreboard shows the gun everyone is on, the top of the screen shows yours and the next one. The announcer calls the golden impetus as the last frag.

1.2.0

  • New mode: vamp lg 1v1, lightning gun on a small platform (32m beam, 88 damage a second, health over 100 wears off), first to 5-20.
  • New mode: instagib bounce, right click fires a rocket that only launches you.
  • Announcer voice for the big moments in multiplayer, with its own volume.
  • Instagib maps: atrium and canyon (6 in total). Smash maps: spire, strata, orbit, cascade, scaffold, bastion, drift, clockwork, galleon (12 in total), some with moving parts.
  • Smash: knockback numbers off the players you hit, a detailed scoreboard per gun, gun icons.
  • Visuals: jump pad color (hex), hazy and dark cloud skies, marble tiles, even light in roofed arenas.
  • Arenas only draw out to 320m during a match; smoother map and lobby start (asks again if it doesn't start).
  • Recorded leap moves for air leaps removed.
  • Source rebuilt from the 1.2.0 dll on Oct 13: unchanged code is the original source, the rest was decompiled and checked to compile to the same thing.

1.1.0

  • New mode: smash (knockback percent, 5 lives, kusma/smith/shotgun/rocket launcher on 1-4, double jump, free for all or teams).
  • Lobbies up to 8 players. Vamp 1v1 with spectators (host picks who plays), 9 events, first to 10-30.
  • Instagib map pick (crossfire, citadel, quarry, bastion), time and frag limits.
  • Spawn protection rings, kill feed from the host, winner screen, lives panel, faster tab scoreboard.
  • Trainer: bots capped at real strafing speed and easier movement, double sawed off flat and ramp, moving duel removed.
  • Speedometer, landing shake, fly mode and chat commands off in STRAFTH; Steam status shows STRAFTH.
  • Settings split into pages.

1.0.0

  • Aim trainer, vamp playground, vamp 1v1 and instagib.