This is likely that last small patch before a larger patch that will update us from Unreal Engine version 4.21 to 4.26:
Included new Warzone playlist and updated Valorant playlist.
Fixed some visual issues with walls sometimes being brighter than intended
Improvements to Anti-cheat system
We have successfully migrated our leaderboard system and are actively working on improvements to the Anti-cheat system, to include taking action against exploits and the folks who employ them. Thanks for your support and look out for more stuff soon!
Bring the sizzle to your FPS main this Summer, as we shave 25% off the world’s best aim trainer in Steam’s 2021 Summer Sale!
Get with the program from now until July 8th; there’s never been a better time to get on the path to FPS mastery. Come see why we are the superior solution for all your aim training needs (and beyond!)...
Join our amazing community on Discord and check us out on Facebook, Twitter and Instagram for the latest announcements, insights, and support.
This is small patch update to address a few issues from our last release:
Improvements to Anti-cheat system
Better display of Player names on the leaderboards (won’t get cut off)
Leaderboard Friends List pop-up behaves as expected
Update to Bot Line of Sight reaction timing for scenario creators
Fixed error with saving descriptions in scenario creation
Fixed some visual issues with Skybox Tint bleeding into scenarios
Fixed an issue with reloading profiles
We have successfully migrated our leaderboard system and are actively working on improvements to the Anti-cheat system, to include taking action against exploits and the folks who employ them. Thanks for your support and look out for more stuff soon!
This is small patch update to address a few issues from our last release:
Improvements to Anti-cheat system
Better display of Player names on the leaderboards (won’t get cut off)
Leaderboard Friends List pop-up behaves as expected
Update to Bot Line of Sight reaction timing for scenario creators
Fixed error with saving descriptions in scenario creation
Fixed some visual issues with Skybox Tint bleeding into scenarios
Fixed an issue with reloading profiles
We have successfully migrated our leaderboard system and are actively working on improvements to the Anti-cheat system, to include taking action against exploits and the folks who employ them. Thanks for your support and look out for more stuff soon!
It’s been a while coming, but we are ready to roll out our new leaderboard system which resets scores across all scenarios. It will look similar to the old one, but there’s a lot new under the hood, including an anti-cheat system. The one thing you should notice is that leaderboards will have more integrity. So grind with confidence and enjoy climbing those boards! We’ll have more updates/enhancements coming to the system soon, to include resumption of The Meta League - we’ll be back and better than ever!
New Featured Playlists
Check out the warm-up Freakazoid uses before he hops into VALORANT.
We’re excited to have the first Featured Playlist from our long-time partners Voltaic! The scenarios include bots with easy-to-read movement patterns so you can focus on tracking precisely rather than reading the bot movement. Your scores will improve as your smoothness and precision improves. Voltaic recommends doing this prior to your regular routine but it can be played by itself as well!
As Iron delves deeper into aim training, he created a new playlist for Warzone players who want a more advanced and intense set of scenarios!
n0ted's own personal Apex workout from when he was playing for C9 Brazil, tweaked for Season 9 and ready for Arena Mode
Check out our brand new Valorant Breeze playlist and be sure to see the accompanying video on YouTube.
Visual Upgrades!
New textures for the Sandbox! Looks aren’t everything (we’ll take the latency win every. single. time.), but we thought you might like some more choices. Enjoy some nice new textures to kit out your scenarios.
New skybox settings for the Sandbox! Why not pick out a new sky to accompany your shiny/unshiny new walls? You can now customize your skybox - check it out in the Visual Settings tab.
Visual Settings Updates!
Save customized Themes - Save your favorite textures, sky colors and enemy colors into themes. We’ve also included some defaults from our community.
Better Live Preview of what you are changing.
Tint can now be applied to all materials and will reset when you switch textures.
We’ve set defaults for roughness, metallic and fullbright for floors and walls (it’s 1.00; 1.00; 0.80 for walls and 1.00, 1.00, 0.20 for floors).
Also set new roughness, metallic, fulbright defaults for enemy bots.
We’ve tidied up the Visual Settings tab a bit - nested some advanced options, etc.
New Crosshairs!
Added 12 new user-made crosshairs - let us know if there are others you’d like to see available as defaults!
Trainer
Updated Tracking Trainer Map We took a pass at the map to remove some visual clutter. Looks clean and fresh now.
Scenario Creation Improvements
Content tagging for scenarios Creators must now select from a list of tags for Aim Type and Aim Sub Type. There are also hidden tags for Projectiles and Player Movement Scoring that are automatically filled in based on scenario profiles. This will lead to better filtering options in the near future.
Character profile option: Min/max spawn location offset Previously, spawn offset was a single point in 3d space, but now scenario authors can now set a range of acceptable minimum and maximum spawn offset values for randomized spawns across a volume.
Character profile option: Hit Detection Per-Mesh Hit Detection which can be used with humanoid meshes. Turning this option on, makes it so that the hitbox now relies on the character's mesh for more accurate hit detection.
New Bot behavior/dodge profile: Line of Sight Reaction You can now configure bots to react to seeing the player. They can be set to return to their previous spawn location, halt movement for a duration, or self-destruct.
Bot profile option: “Use Minimum Respawn Time” (default = true). If disabled, bots will respawn a random amount of time between Minimum and Maximum of the character profile. All existing scenarios have this set to true, but authors can now use this to randomize spawn times.
Update to Dodge Profile: alternate up/down toggle movement logic The original dodge profile logic for jump and crouch were intended for ground-based bots, and have proven to be difficult to use for flying bots. We’ve added a new alternate set of movement options for up/down that allow scenario authors to have bots toggle between jump and crouch in a similar fashion to how they toggle left and right.
Quality of Life
Pause button is now more responsive when first booting into the app. No more wondering wtf is up with the ESC key when you first come in to kill some bots.
Added option to hide health bars are when characters are at 100% health
Players can now set a FPS cap for Menus. Peep and adjust “Menu Max FPS” to suit your discriminating tastes. Note: “Max FPS” has been renamed to “Game Max FPS”
NVIDIA Experiments: You can now pause and quit an experiment after starting it.
You can now opt to show only the session timer in the HUD, for those of you who found the session stats distracting but still wanted to know how long you’ve spent in a scenario.
Use Mesh Instancing: If checked, maps will use static mesh instancing for placed brushes. This provides a significant performance boost but will usually result in visual seams where instances meet (you might see the sky bleeding through at edges of certain maps). If you have enough FPS, keep this unchecked.
Added Call of Duty to the sensitivity selector
Bugfixes and other updates:
Jetpack bar color uses the correct palette color
Tweaked/updated tooltip text
Added “Reload Count” to stats export
Humanoid Bot crouch animation is now synchronized much closer to hitbox position
Fixed some pesky key bind issues
Added a nifty new killConfirmed sound
Fixed scenario movement score cap - the score submitted to Leaderboards and stats export will now correctly obey the cap
Fixed bug leading to malformed scenario and higher than humanly possible scores
Fixed online scenario softlock issue
Paid down a metric ton of tech debt
THANKS!
We’d like to thank the community for the feedback and contributions that shape our game and its development. Please keep sending us your suggestions and reports to us on Discord here and share your screenshots with us too on Twitter, Facebook and Instagram.
We can’t wait to share more exciting content with you all soon!
We wanted to update you on the recent Steam Workshop issues many of you have been facing. First of all, we empathize with the unexpected difficulties brought on you and your training! As human aimbots ourselves, we completely relate to this.
These issues include:
The game doesn't finish downloading the list of Scenarios from the Steam Workshop.
Playlists can't find scenarios that used to work.
Duplicate scenarios show up in the list of scenarios from Steam.
Leaderboards don't always display properly.
As these are Steam issues, we cannot offer any fixes, but please be aware that this is a temporary situation that we are looking into as best we can. When we hear more, we will update the community soon on Discord.
In the meantime, do take a look at these solutions for any other issues you may also be experiencing in Kovaak 2.0.
Your favorite FPS training software is back with a brand new update! As we look to reset our leaderboard, we’ve also secured a game-changing collaboration with NVIDIA. So come train your aim for science!
We’ve got some other new features, including some new featured playlists, jump pads and teleporters as well as some smaller game-enhancing fixes. Check out all the key features in this release and what you can expect very soon.
LEADERBOARD RESET COMING SOON
Our scopes are trained on a leaderboard reset! Though there’s no specific date for the launch of this, please note that the leaderboards will have fewer scores than before in the near future. The reasons for this are:
Steam limits leaderboards to 10,000 and we recently found ourselves above that limit which forced us to manually remove old competition leaderboards from scenarios that are no longer on the workshop (you might have observed stuff like Steam sending the game client the wrong leaderboard while we were over 10K).
A number of scores on the current leaderboards have been affected by old bugs that accidentally allowed users to get higher scores than humanly possible.
The old leaderboards have had quite a few cheaters. To combat this in the new leaderboards, we will also be launching anti-cheat with the game simultaneously when it goes live.
Once we have migrated leaderboards off of Steam, that opens up a lot of new functionality that wasn’t possible! The initial launch will most likely be a 1:1 copy of the Steam leaderboard functionality, but future patches will bring more *winks.*
NVIDIA EXPERIMENTS MODE
Train your aim for science! In collaboration with NVIDIA, take part in various scenarios and contribute to important esports research. The first two experiments feature one clicking and one tracking scenario. Check it out!
NEW FEATURED PLAYLISTS
We're stoked to partner with N0ted to offer all his favourite scenarios in a special Valorant playlist! Hone your Warzone game with an exclusive playlist from ItsIron. We have two featured playlists for the new Apex season: one focused on clicking and one for tracking. Check them out under “Local Playlists” - let us know what you think!
JUMP PADS AND TELEPORTERS
We released these in a recent update and totally spaced on letting you know. Our bad. We now support jump pads, so get to work building your bouncy house of doom! Map authors: create a jump pad brush. It will take up a volume in 3d space and have a "target" that is a point in 3d space. When a character touches the jump pad, it looks at the character's gravity scale and calculates the vertical and horizontal velocity needed to send the character flying such that the peak of their jump is where that target point is, then it sends the character on that trajectory. Targets must be above the jump pad brush in order to work.
We now support teleporters too! Map authors: create a teleporter brush. It will take up a volume in 3d space and have a "target" that is a point in 3d space. When a character touches the teleporter, it will zip them to the target point. Neat, right?
SANDBOX
With our resized UI elements in the sandbox, you can now embiggen (or ensmallen) UI elements on the HUD as you wish when moving them around.
The sandbox player score percentile now calculates from the actual rank instead of what Steam thinks it is. (Your percentile will be better, generally speaking).
Scenario authors can now make bots that cycle through dodge profiles without the dodge profile order being randomized. Scenario authors can also specify that the bots randomizing dodge profiles will hit each entry in the list before re-randomizing the list. (This ensures a consistent short-term distribution of how bots dodge).
Scenario authors can now make challenges end after a certain amount of kills or damage.
We’ve added our smoking KovaaK 2.0 logo to the top of the sandbox too!
CHALLENGE STATS
We’ve added a “Recent” tab to show recent performances.
Enjoy our nifty combo search box to easily get to a given scenario. This will automatically open to the current challenge if the user is in one.
MORE FEATURES AND FIXES
We’ve adjusted humanoid bot animations so that their heads stay in a relatively static position when a change in strafe direction occurs. (The hitbox still has the same behavior as before, but now the heads will do a better job of staying inside the hitbox).
The opening video now 80% less ear-bleedy.
A “Tracking Trainer Wrap-up Screen” that reverses the vertical direction for the horizontal graph for bots traveling down.
The “Trainer Instructions” now have more spacing.
“Flick Trainer” now gives credits for flicks that stop short of the target (i.e. under shooters).
We’ve fixed an issue in which the wrong map and bots populate together when opening a scenario to edit.
We’ve fixed an issue in which uploading or updating a scenario to Steam causes the client to freeze.
We’ve fixed an issue with BG music not playing in the trainer.
We’ve fixed an issue where a high score to a scenario would not be properly stored, resulting in each challenge completion being a “new high score!” and never uploading to the Steam leaderboards.
We’ve fixed an issue with the movement-based scoring widget's visuals where it would use the wrong color for certain time thresholds.
Various smaller bug fixes and enhancements.
THANKS!
We’d like to thank the community for the feedback and contributions that shape our game and its development. Please keep sending us your suggestions and reports to us on Discord here and share your screenshots with us too on Twitter, Facebook and Instagram.
We can’t wait to share more exciting content with you all soon!