A couple of updates on the Reflex front, first and foremost, the latest update finally addresses a few issues players have been bemoaning about ever since the netcode was fixed, chiefly the way game's knockback works. Additionally, the game now has a Resist Powerup, that will act similar to Quake's Battle Suit. Reflex developer newborn remarked on the official forums that:
"Only a small update today but one a lot of players have been waiting for. For now, all of these gameplay changes are considered "first pass" and will likely be tweaked over the next few updates.
First up, we've made some significant changes to our knockback system. We now use different values for "vs grounded player" and "vs enemy player", giving us far more control over how approachable a player is (while keeping in-air knockback amounts reasonable). We've also tweaked the way knockback angles are calculated for some weapons. Not only does this prevent the annoying "RL pop-up", players should now always be knocked in the direction you expect them to be, regardless of where you hit them and where they're standing.
The falloff for splash damage has also been tweaked. This will be most obvious with the Rocket Launcher -- it now has a minimum splash damage of 25 and you will need to hit closer to your target for higher damage.
Finally, we've added a resist powerup as a counter to Carnage. This powerup absorbs 75% of health damage, after the usual armor calculations have been applied."
Knockback values have been split into separate values for grounded/airbourne targets
Splash damage falloff has been tweaked.
Added resist powerup
Scripting:
Resist powerup added to item timer widget because people on the forums love item timers and want us to add as many as possible.
Fixes:
Rotations folder is now included with dedicated server builds.
Updated default rotation file to point to included thcdm13-v2 (instead of a missing version)
Added sv_startrotation to dedicatedserver_default.cfg
Weapons with no ammo are no longer selectable
Disabled desktop composition as it locks framerate to 60hz in windowed mode on Windows 7 (despite people running their desktops @ 144hz)
Fixed end game camera on rflx-race1
Exposed r_outlines command to public builds
Art:
Fixed roughness on planks material.
Added meshes: wooden beams, pallet, crates
Added materials: block_01, wood_bare,
Updated effects: steam_lava
Updated devsceneX maps.
In the second bit of Reflex news for today, PHGP lead, zEv, released the second version of his handy Reflex movie tools, named DemoFlex: Ultimate, that can be downloaded here, bringing about a extenstive upgrade from the previous iteration, including full support of every resolution, up to 4K, and an over-haul of the program's UI.
"To ensure a sustainable solution for years of movie making and replay analyzing to come, we quickly realized that the visual framework and the user interface of our previous release had to be fundamentally changed. Movie making tools such as After effects, and Premier Pro influenced the grid of Demoflex Ultimate in a positive way. We wanted to support every resolution from 4k down to 480p which only was possible by building a modular non-static user interface which scales accordingly. The Demoflex Ultimate user interface is split into three sections. The Replay section, the Edit section, and the Movie export; section. These sections can be scaled individually with-in the Demoflex UI which can now go full screen, snap to corners, and be scaled to whatever resolution the user chooses. Having this visual backbone will allow us to implement updates quickly which will be presented to you internally ( when available ) with a notification. So you will never have to go searching for build numbers. This also makes it easier for us as we know we have done everything to keep you on the latest build."