Update:
The team behind reflex has also released a development update video, enjoy!

youtube preview


  • Gameplay
    • Next pass movement tweaks
    • Speed and control have been increased for A/D bunny hopping to give a similar feel to 0.36.
    • Gravity has been increased slightly to between 0.36 and 0.37.0 values to still give an increase in hangtime and readability while feeling less floaty for players.
    • Ground friction has been increased slightly to improve the feeling of responsiveness when on the ground.
    • Speed bonus for circle jumps and strafe jumps has been decreased by 5% as many tricks were getting far too easy and that eventually rolls-on to worse maps and longer combat ranges.
    • This tweak slightly changes the optimum angle for strafe jumps so you may lose some speed until your technique adjusts.
  • Maps
    • Added ctf-monolith-birthday variant
    • Added dm-ashur-birthday variant
    • Added thct2style
    • Added xy2
    • Updated thcdm13
    • Minor fixes for ctf-monolith
  • Servers:
    • Servers can now be passworded with sv_password.
    • Players will be unable to connect unless they know the password.
    • To connect to a passworded server, use "connect <ip:port> <password>" or use the password dialog in the server browser.
    • Servers can now set a referee password with sv_refpassword.
    • Players who know the referee password may become a referee, causing all their votes to instantly pass.
  • Bugs
    • Fixed incorrect velocity for gibs.
  • User Interface:
    • The font color for delta score box is now switched between light/dark (based on adaptive luminance of background colour)
    • Added an icon to show when a server requires a password
  • Art
    • Glass cubemap reflection support
    • Added frosted glass material
  • Game
    • Added cl_camera_player <index> to instantly switch to spectating that player.
    • Added referee mode: referee <password>, unreferee cvars
  • Fixed crash on server map change if a player was holding flag/quad/resist.
  • Revved netcode version to force server admins to update -- this is a critical update for server admins.
  • Added map CTF_Sabflags.
Game:
  • Non-team games will now use teamA for player colours (or enemy if relative override set).
  • Updated dp5 by def.
Bug fixes:
  • Added scalar fallback for occlusion engine, required for CPUs that don't support SSE4.1.
  • Players should no-longer be saved into light light shadow maps.
Improvements:
  • Flagged crashreport to auto restart the app on crash on dedicated servers.

Original Post

The long awaited CTF update has finally arrived and it brings with it a lot of new features, changes, maps and bugfixes so without much further ado, here is the full changelog.

Art:
  • Early ancient Japan theme: bridge, shoji doors, candles, lanterns, crates, roof tiles, boulders, windows
  • Early vegetation: monkey tufts, underwater_grass, seaweed_01, grass_monkey_01
  • Added LODs for many (many) meshes throughout the game!
  • Carnage pickup updated
  • Carnage player effect updated
  • Updated melee weapon (more to come :))
  • Added weapon decal assets
  • Added effects: bubbles, drill effect,
Editor:
  • Added EntityVolumeSelect (can use to create persistent selections, select VolumeSelect, click select)
  • Added 2d box select (hold control & click n drag)
  • Added light overrides to effects, so it's now easier to make lighting fit correctly in custom maps.
  • Added team materials -- these are magic materials that change colour with the team colours.
  • Added "teamIndex" to pointlight & spotlight overrides. this allows you to colour a light by team colour.
  • Added me_listprefabs to show list of prefabs in the current map
  • Added me_purgeprefabs to remove un-used prefabs (client side only, can only do 5 at a time, bit rough but it works)
Player visibility:
  • Added hero lighting to assist player visibility
  • Map creators can specify team colours in the worldspawn entity for their map
  • Clients can also override player colours locally
  • Console commands are:
  • cl_team_colors_relative
  • cl_team_colors_overridden
  • cl_team_color_a
  • cl_team_color_b
  • cl_team_color_enemy
  • cl_team_color_friend
  • Or better yet, just use the options menu
Game:
  • Added Capture The Flag mode (OMG HYPE!!1)
  • Removed outlines for various technical and gameplay reasons.
  • Added capsule hitbox for hit detection
  • Added silhouettes (r_silhouette) -- wallhack for friendly players/flag carriers/gibs/etc.
  • Increased player size to 72 units high / 36 wide for various artistic and gameplay reasons
  • Removed "downloading gamestate" console spam when connecting
  • Increased bolt range from 4096 -> 16384
  • Added "callvote shuffle" command
  • Added bind re mutator (for replay editor), added default replay binds to game_default.cfg
  • Added error to server browser when we fail to connect to steam (rather than just seeing 0 servers)
  • Quad damage sound now only triggers on initial fire for IC (too late to save Fleabittens eardrums).
Maps:
  • Added map CTF-Monolith by promeus & friends
  • Added DM-Ashur promeus & friends
  • Update thct7 from Tehace
  • Updated f14p1 from F14m3z
Bug fixes:
  • Flag/quad/mega/resist now dropped if you switch out of player mode (into spec/editor)
  • s_volume now correctly applied as sound system is initialised (rather than a few frames later)
  • Prefabs now correctly appear in replays
  • Plasma effect now reduces correctly on LOW effect setting
  • Powerups spawn now delayed at start of match
  • Fixed math bug where we weren't detecting camera was inside a scaled spotlight correctly (causing flickering)
  • Fixed bug where replays with > 8 players didn't playback properly
  • Fixed lua error in OptionsMenu.lua when adding bogus fields to widget positions
  • Local player weapon fire sounds are now properly attachd (no-longer lag behind player)
Engine:
  • Added NVIDIA cloth
  • Added symbol to flag reflex.exe as a 3d intensive app on AMD mobile cards
  • Added software occlusion
  • Particle systems now sleep when occluded/notvisible
  • Tweaked static batching to better support large maps
  • Improved profilers, see cl_show_profiler 1/2/3, r_profiler 1/2, cl_show_traffic, cl_show_lagmeter
  • Added r_fullscreen_forcestretch for $aboo
Lua:
  • Added extra lua flags to death message: "deathTargetHadFlag", "deathTargetHadQuad", "deathTargetHadResist", "deathTargetHadMega"
  • Added CTF events
  • Added lua variable connectedToSteam
  • Server Admin Notes:
  • Expect an increased server load with 8-10 players on fully detailed Capture The Flag maps. RAM can jump from 30MB to 110MB and it's possible to be sending 30kb/sec per client.
  • This will be optimised in the future but for now, keep an eye on your server loads.
  • We are currently investigating a crash bug with the dedicated server software -- please send any crash reports.
Known Bugs:
  • Cloth occasionally vanishes -- just treat it as "Capture The Pole" until it comes back.
  • This is a huge release so expect this list to grow. Please send all crash reports!
  • Getting a few crash reports in the new occlusion engine. You can use r_occlusion 0 to disable it as a workaround for now.

Links: icon_rflx Official Announcement