The Mine Launcher and Freeze gun wouldn't equip properly because they were swapped. This is now fixed
Fixed some buttons not playing the new SFX
AK Balance Changes
The AK fire rate has been reduced (11 —> 9 shots / s), but the damage has increased (11 —> 16 damage), overall its time to kill is now noticeably faster (1.24s —> 1s) and you have to land less shots correctly to kill — making tap firing more viable
Changed recoil pattern, I want this to be the most "classic" feeling gun, similar to other FPS games like Valorant or CSGO
Using sights now negates the recoil pattern entirely, making the AK a very solid choice for both close-range and long range
Decreased random inaccuracy while aiming so its just as accurate as the sniper
I hope the AK sees more use as a result of these changes
Shop / DLC Changes
Thank you to everyone who bought the weapon skin + hat bundle early, we raised about 60 bucks which has helped me buy some new assets and tools to bring more maps and content out to you faster.
Unfortunately, it was cannibalizing the sales of coins so I've bumped the small bundle price to $3 (from $1) and big one to $6 (from $4). It's still a steal of a deal tho
$3 bundle — 2.26x value (compared to $4 of coins) & you can choose your rewards
Ya'll loved the last content update, but it was time to do some quick quality of life work on the game to polish up the small details
Swap Weapons In Game
Y'all asked, I delivered.
Hot tip: use /die in chat to respawn and quickly change weapons
Player Chat Bubbles
I thought this would be a funny idea for comedic value/ memes. Anything you type in the chat will now display above your head in a little bubble
Streamlined UI and User Experience
Most of my work this update has actually been around streamlining the process for new players (so you guys can get more full lobbies)
Removed the in-game tutorial
The reason for this is because 99% of the people who download Paint Warfare already know how to play an FPS game and want to jump straight into a game as quickly as possible instead of enduring a 10 minute tutorial
Instead I'm favouring a quicker learn-as-you-go approach, teaching new players abilities, sliding, sprinting and climbing through relevant tooltips as you play the game. We'll see how this goes!
Made the initial menus a breeze
The system language is now automatically detected and the game is set to that language (but there still will be a language selector)
Simplified initial menus & improved their design
The nickname of new players now defaults to their Steam nickname
All of the menu buttons are now available immediately to new members— originally I didn't want to overwhelm new players with a load of menus, so I hid stuff like the global leaderboard, quit button (lmao) and shop, but it confused new players more than it helped
Stuff that affects you
Better button SFX
300% faster startup time
Improvements to various UIs and menus
Better map loading splash screens
Other
If you had issues with your game (like it being stuck on rank 1 ½, 1,500 coins, not joining games etc.) this is now fixed
Point capture SFX
Reworked the /help command
Side ingame HUD for equipped weapons
Icons to display more info on Abilities in the armoury
New icon for weapons that support an alt fire in the armoury
Buffed the AK
The Bubble grenade will no longer show up in gun game
Optimised the bubble grenade significantly — now runs 400% faster
New screen effect when frozen by freeze gun
The death first person spectation of players in Hunger Games now also goes up and down as they look up and down
Welcome back, I've had this one planned for a while and I'm so hyped to release this update to y'all ːsteamhappyː
NEW MAP: Airfield
Introducing Paint Warfare's most intricate and biggest map based on an abandoned military air base!
NEW GAME MODE: Point Capture
This game mode has been planned for months and it's probably one of my favourite modes in the game right now—up there with Capture the Flag.
You get put in one of two teams
You rush to take control of as many points as possible with your teams and try hold them at once
The more bases you hold, the more points you gain. If the enemy even partially tries to uncapture your base, you stop getting points from it
Koto Changes
The Koto map didn't see many players, and it was unsuited for FFA as I originally designed it with Capture the Flag in mind. Over the next couple updates, I want to put more focus on Team modes and playing with friends, and we needed some more maps in the Team based modes.
Shrunk and reworked the Koto map slightly, reduced the number of trees and vegetation for visibility
The Koto map has been removed from FFA and it is now Capture the Flag (which I feel suits it better)
Bubble Grenade Changes
If you missed it, last update I made the bubble grenade do tick damage in its radius (~10 damage/second)
I've made some more changes to it in this update to make it more useful
Here's a quick patch based on your feedback over the past few days ːsteamhappyː
Bubble grenade rework
The bubble grenade deals tick damage in a small radius (shown above)!
Changes:
Decreased bubble grenade size by 30%, the bubbles are denser now however, which makes it more useful as a smokescreen
Enemies entering a bubble grenade smoke take 10 damage per second
Weapon buffs
Some weapons weren't seeing as much use as I'd hoped, so I've made some buffs
Changes:
Minigun is now 30% more accurate
Increased Frenzy mag size (12 —> 18)
Increased ACR damage (25 —> 50)
Increased Banana Gun damage (37 –> 60)
Increased Launcher blast radius (8 —> 11)
Other
Fixed the AK scope
Increased footstep volume
Sped up ranking significantly, especially in later ranks
You can now preview hats and skins in the coins shop, and made various other improvements. Coins and DLC purchases are how I pay for server costs, so I improved the user experience of those who choose support the game <3
I'm finally back to Paint Warfare and I'm excited to announce the first map to Paint Warfare in over a month— Mafia Island, the amount of time and work that went into this one is insane, and I'm so excited to unveil it to you guys.
There's also a DDay map coming up, but I'm not quite ready to unveil it yet, join our discord server to get sneak peeks on it though ːsteamhappyː
Introducing Mafia Island, one of the most ambitious maps I've made yet (aside from Koto) that tries to take advantage of Paint Warfare's movement in a stunning and intricately made map.
A huge amount of work went into making this one and I really hope you guys enjoy!
Unfold to reveal some dev screenshots of how I made the map :)
[expand type=details] Making the mansion floor plan and importing it
A cool lighthouse for verticality
[/expand]
Blizzard Improvements
I've made blizzard slightly larger with some more cover, props and a cool bunker
Customisation
A lot of you have been asking on the discord for more weapon skins, so I've put together 8 new skins —including the first skin for the Palas (Burst rifle)
Polish + Bug Fix
Most notable bugs fixed:
Fixed a bug that caused the map to go black
Fixed a bug that caused the game to become unplayable after exiting the pause screen
Fixed the game failing to connect and having to reload multiple times in the main menu
Fixed a bug that caused the game to show 'defeat' in Capture the Flag, even in the case of a draw or a win
Fixed a lot of issues with saving to prevent lost progress etc.
Most notable changes
4 maps will now show in the map votes instead of 3
Buffed bubble grenade —> visibility will be heavily reduced while in the bubble grenade
Buffed invisibility ability (1.5s —> 2s)
Added momentum-based sprinting. The longer you sprint, the faster you will go, up to about 150% the regular sprint speed
Other
The walk animation will no longer play while zoomed in on weapons like the AK, ACR or Freeze Gun
Fixed visual bugs with the in-game XP boost, it will also no longer overlap with debuffs such as invisibility, damage buffs, freeze etc.
It's been a busy few weeks for me—I've been caught up in exams—but I've put together a super exciting update that I think you guys will enjoy.
From next update onwards we'll be going back to the traditional massive updates like a few months ago :)
Freeze Gun
With the conventional (and not so conventional) FPS gun types already added to Paint Warfare, future guns will have some kind of debuff or really unique quirk that sets them apart, such as:
Ability blocker
Freeze your enemy
You regenerate health from your enemy
The more you charge it the more damage you deal
Obviously, these kinds of guns will take a bit longer to develop, so this update I'm super hyped to announce the freeze gun.
It's honestly a thrill to use
Shoots a rapid 3-shot burst
Has aim down sights
Each hit deals 12 damage and freezes your enemy in place for 1.5 seconds
It's best to pair it with some kind of other gun, I really like using it with the banana gun, or using it to close the distance and finish enemies off with the kingfisher.
Also great for getting assists
Bugfix and Other Improvements
Huge optimisations—150% increased FPS on Dunes, Dragon Valley and Blizzard, 200% increased FPS on Anubis
Reduced ping
Fixed stickers bug—more guns now support stickers
Double XP (from Supporter Pack) and 3X XP boosts (from Shop) now stack together to give you a 6X XP boost, new UI
Increased Radar duration
Explosives AoE visualisation
New reload animations for the Gas Gun and ACR
Improvements to the usability of ADS—no more animation while walking and using sights
This update is super exciting and I think you guys will love this one!
(1.) Locator Ability
Credit to quax from our discord for this idea!
Added a new secondary ability that reveals the positions of all enemies for 4 seconds.
Unlimited uses
Recharges on an 8s timer
(2.) More players
Over the past few months, we've had complains that there's not enough players. I hear y'all loud and clear so now you should see up to 2X more players in lobbies.
Removed the region select. This is a temporary change, over the next few weeks all games will happen on either EU or US for that week
Removed MMR-based matchmaking. I've done some work on the AK and other beginner weapons to make sure they're easy to use even for new players.
(3.) Voice chat
This feature HAS at one point been in the game, but it was underdeveloped so now I'm re-releasing it with significant improvements.
You can now change your selected microphone, and your selected microphone will persist in your save file
Voice chat can be toggled on/off
Voice chat keybind can now be changed
Upgraded voice chat servers to handle the bandwidth
I feel like this feature will make playing with friends so much more fun! Enjoy!
(4.) Fixes & Improvements
Added first-person hand animations
Added a new option for adjusting UI scale
Added a loader UI for timed ability
When you have reached a limit for the number of turrets, the UI will become red
Fixed smoke grenade and orange grenades getting stuck when switching weapons
The randomiser power-up will now randomise both abilities
Added a screen for initialising the voice over
The starting tutorial is now skippable
Fixed translations
Pausing the menu music will now persist between game sessions
New pop up for 3 hour XP boosts
Added more contrast to health text to make it more readable
Fixed bugs with a number of daily challenges
Improved map ambience sounds
Added new menu music
Buttons in the armoury now toggle
(5.) Balancing
Increased invisibility duration (2s —> 3s)
Enjoy the update! Head over to our discord to partake in tournaments, report bugs of offer ideas!
I've spent the past few weeks thoroughly testing and ironing out bugs in the game, the patch is finally out and I'm super excited to talk about some of the new changes...
(1.) Invisibility Ability Balancing
I've heard a few reports of people unhappy with the invisibility ability, so I've made the following changes:
The invisibility ability now leaves a trail of particles. This will make it so you can still be hit while invisible, but it'll still throw off your enemy and give you well needed relief
Fixed a bug that caused you to stay invisible permanently after using invisibility
(2.) Sights (Zoom) Improvements for the ACR and AK
Fixed a bug that caused sights on the ACR and AK not to zoom in properly
Buffed AK zoom (1.5x —> 2.8x)
Buffed ACR zoom (3x —> 4x)
The AK will now be more accurate while zoomed in (2x), slightly reduced accuracy while not zoomed in (~10%)
(3.) Hunger Games
This game mode needed some love so I've added the following changes.
6X XP in hunger games
Added a players left counter to hunger games
Added a proper UI for when the round ended and restarting hunger games
(4.) NEW GAME SERVERS!!!
Added US/EU server selection
(5.) All Other Improvements:
Fixed a bug that stopped you from picking up items from chests at close distance
Fixed a bug that made the pick up pop up linger even after picking up a gun from a chest
Added bindable keybinds for kick, chat, and opening chests
Improved reliability of syncing for match timers
Fixed a bug that caused it to display "Game ended" when joining a game
Fixed bugs with map vote
Added a pre loading screen before the main menu
Improved the ammo HUD
You can now tell if enemies are aiming up and down
Fixed a bug that allowed you to kill a person multiple times with explosives
Fixed a bug that caused a black screen on low settings when running on Apple Silicon devices
Fixed sticky mines sometimes not exploding
Fixed a bug that caused the speed of the dash ability to be affected by your game frame rate
Fixed Russian and German translations
Added a new shader to the arms during the spawn invincibility
Sticky mines can no longer be shot through the floor
Fixed connection issues in the menu
The tutorial is now skippable
Fixed a bug that caused random costumes to be equipped when launching the game