Version: Rocket League v2.18 Platforms: Epic Games Store, PlayStation 4, PlayStation 5, Steam, Switch, Xbox One, Xbox Series X|S Scheduled Release: 7/12/2022, 4 p.m. PDT / 11 p.m. UTC
Change to Stun Timer: If you are grabbed and then thrown by an opponent, the bar showing stun effect will no longer reset to full between the two actions
This change was made to make downward throws less punishing
Bug Fixes
Fixed a bug preventing some Wheels (Apex, Bionic, Patriarch, and ARMR) from being equipable on some licensed cars like the Nissan Skyline
Fixed save data uploads so they do not affect connectivity and/or in-game performance at the start of online matches for some players
Adjusted how Decals affect appearance of body trim on Octane so pixelation no longer occurs
[Knockout] Adjusted volume of impacts and shield activation in Knockout
[Knockout] Fixed a bug causing splitscreen players to be kicked from a Knockout match due to being idle when only one has been eliminated
Fixed a bug with Season 6 Rewards Decals not loading properly
Fixed appearance of the Season 6 Rewards Decals on the Battle Bus Car Body
Fixed classification of the ‘Sizzled’ Decal
[All Consoles] Fixed a bug preventing the car and arena grass from appearing in the main menu when a new player completes the intro event
Known Issues
For a complete list of Known Issues in Rocket League, go here!
So, I am no longer a one man band and finally have some HELP on these games from my son, Liam!
Progress is being made.
I'm just gonna write one short announcement about all three of my current games putting them on all their Steam pages. Someday I'll have more free time and less commitments... maybe I can even hire a marketing type person who knows how to do this stuff.
The current plan is to release this as an Early Access game. Online multiplayer is now working. Some of the newer holes are too hard and they need work. Also I want to add some newer design elements for the multiplayer BLAST part of the game.
It'd be nice to get this out in September/October and then adjust the holes based on feedback from that release. What a difference from the old days in the 1980s when there was no connection with the folks that played my games.
I'll update the official Steam release date after sitting down and going over everything thoroughly, I think, last I looked, the release date was set to is something like 1996 or so (kidding).
Here are a few screen shots of current build showing launching an online multiplayer game:
The Mighty Knights stuff still needs more work to be fun. It can't be worked on though until the Early Access version of Minigolf Blast is out the door. There are also some interfaces things that I'd like to get fixed up - just to make editing things smoother and easier.
Tentative release timeline: Before Christmas (this year - really!)
Not much of anything left to do with this very casual game. Most likely will drop the price or just make it free sometime in the future. I think I made one of the achievements for it too hard. Not sure if I can or should change it.
Opus One
This is a possible future game project. In the 1970s I wrote computer games in BASIC on an 8kb Wang computer that my high school had. I may recreate that experience for everyone along with the games and code that I wrote back then.
Here is the computer I worked on back then and also my Star Trek game code:
So, I am no longer a one man band and finally have some HELP on these games from my son, Liam!
Progress is being made.
I'm just gonna write one short announcement about all three of my current games putting them on all their Steam pages. Someday I'll have more free time and less commitments... maybe I can even hire a marketing type person who knows how to do this stuff.
The current plan is to release this as an Early Access game. Online multiplayer is now working. Some of the newer holes are too hard and they need work. Also I want to add some newer design elements for the multiplayer BLAST part of the game.
It'd be nice to get this out in September/October and then adjust the holes based on feedback from that release. What a difference from the old days in the 1980s when there was no connection with the folks that played my games.
I'll update the official Steam release date after sitting down and going over everything thoroughly, I think, last I looked, the release date was set to is something like 1996 or so (kidding).
Here are a few screen shots of current build showing launching an online multiplayer game:
The Mighty Knights stuff still needs more work to be fun. It can't be worked on though until the Early Access version of Minigolf Blast is out the door. There are also some interfaces things that I'd like to get fixed up - just to make editing things smoother and easier.
Tentative release timeline: Before Christmas (this year - really!)
Not much of anything left to do with this very casual game. Most likely will drop the price or just make it free sometime in the future. I think I made one of the achievements for it too hard. Not sure if I can or should change it.
Opus One
This is a possible future game project. In the 1970s I wrote computer games in BASIC on an 8kb Wang computer that my high school had. I may recreate that experience for everyone along with the games and code that I wrote back then.
Here is the computer I worked on back then and also my Star Trek game code:
Added more death screens Added achievements Added skin pickups Fixed boss deaths Added health bar for all applicable bosses Fixed options menu Added a Vsync option More skins were added Added achievement progress to the main menu All cherries should now be reachable if previously not Fixed a bug where the death screen would take you to the main menu Add skin selector to options menu Add jump assist selector to options menu Added achievements to options menu
- Vertical hits (hits with too much downward momentum) are no longer throttled. This was to prevent hammer fists and overhead type bashes, but I've added other mechanics to deal with illegal downward hits and so legal hits are now no longer impeded inadvertently (sometimes players would get a glancing type of blow and it would feel off/too light for the strength they put into it, often this was due to anti-cheat mechanics for downward blows. There are many legitimate strikes with downward forces that might have been catching up your style previously, now amended.
- Scorecards have been adjusted to reflect the newly implemented hit mechanics.
Here is our first update focused on minor bug fixes. Thank you for reporting!
Bugfixes --------------------- - Changing logic for unloading lighting levels. Increasing performance and potential crash fix/reduction - Reducing volume of clinic healing SFX - Adding ESC logic to Pixel Info Menu accessed from swap. Also can click on a blank space to go back. - Fixed spelling error with "Available Moves" - Changing the move "Harden Scales" to correctly raise Defense instead of Attack