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| 1 | +title: Pre-Alpha v11.0 Release Note |
| 2 | +summary: Release note for Neotokyo; Rebuild Pre-Alpha v11.0 |
| 3 | +author: kinoko |
| 4 | + |
| 5 | +# Pre-Alpha v11.0 Release Note |
| 6 | +2025-02-14 kinoko |
| 7 | + |
| 8 | +* [Download v11.0-prealpha build](https://github.com/NeotokyoRebuild/neo/releases/tag/v11.0-prealpha) |
| 9 | +* [Install NT;RE (client)](/guide/install/) |
| 10 | +* [GitHub Issues (Bug reports and feature requests)](https://github.com/NeotokyoRebuild/neo/issues) |
| 11 | + |
| 12 | +## New features |
| 13 | + |
| 14 | +### Automatic lean |
| 15 | + |
| 16 | +Players now have the option to enable automatic leaning. This prevents the use of manual leaning. Option can be changed in the options menu, or by typing `cl_neo_lean_automatic 1` in the developer console. |
| 17 | + |
| 18 | +## New additions |
| 19 | + |
| 20 | +* Added an experimental toggle for weapon viewkick `sv_neo_dynamic_viewkick` (off by default). Makes the weapon's viewkick proportional to the inaccuracy - the longer you shoot, the more viewkick there is. |
| 21 | + |
| 22 | +## Gameplay changes/fixes |
| 23 | + |
| 24 | +* Thermal and motion vision have been reworked to act and look more like they do in original NEOTOKYO° |
| 25 | +* Ghosthopping has been disabled, following the same methodology as rain's anti-ghosthopping plugin except using the player's max speed before slowdown from landing as a non-recon |
| 26 | +* Grenade behavior is now closer to original NEOTOKYO° |
| 27 | +* Jitte hip fire spread has been fixed, the maximum hip spread has been decreased from 10 degrees to 7 degrees |
| 28 | +* Killfeed has been reworked to use weapon specific icons (icons for explosive and headshot kills are still used) |
| 29 | +* Camera fade to black after dying has been fixed |
| 30 | +* Corpses do not A-pose anymore |
| 31 | +* Penetration and damage for slugs have been fixed |
| 32 | +* Fixed a case where two bullets were fired in the same frame |
| 33 | +* Fixed vision modes on maps that use colour correction and/or HDR |
| 34 | +* Walk key can now be toggled |
| 35 | +* Fixed grenades to not cause the player's screen to shake as it was not parity |
| 36 | +* General movement fixes to more resemble the movement in original NEOTOKYO° (do note that there are still minor changes to be made to reach movement parity) |
| 37 | +* Player camera does not stay leaned anymore after death |
| 38 | +* Fixed the ghost not playing beeps for nearby enemies when picked up |
| 39 | +* Leaning whilst sprinting has been disabled |
| 40 | +* Fixed players being able to respawn during the round |
| 41 | +* Fixed the ghost distance marker being displayed whilst a player was using the ghost |
| 42 | +* Fixed the player's viewmodel disappearing whilst rapidly switching/dropping guns |
| 43 | +* Several fixes to cloak and cloak mechanics |
| 44 | + |
| 45 | +## UI changes |
| 46 | + |
| 47 | +* The main menu has been changed to a more presentable one |
| 48 | +* Added more background options for the main menu, the background can be changed in the options menu |
| 49 | + |
| 50 | +## General fixes/changes |
| 51 | + |
| 52 | +* Fixed friendly markers not showing up after using X-ray mode in spectator |
| 53 | +* Added a min and max to cl_showfps |
| 54 | +* Added a filter for player classes |
| 55 | +* Changed the way how weapon shadows are drawn to use EF_NOSHADOW |
| 56 | +* Changed game_text to be consistent with HUD font |
| 57 | +* Fixed steam avatars not displaying properly |
| 58 | +* Added a material proxy for getting the team of the entity the material is attached to |
| 59 | +* Added an input for setting custom player models |
| 60 | +* Refactored the glow effect for spectated players |
| 61 | +* Fixed the map preview camera position height |
| 62 | +* Fixed the [game_score](https://developer.valvesoftware.com/wiki/Game_score) entity to function like how it does in OGNT |
| 63 | +* Changed the scope color to the correct color for scoped weapons |
| 64 | +* Added neo\_bloom\_controller for backwards compatibility with older maps |
| 65 | +* Fixed the FOV and viewmodel offset of the unsilenced MPN |
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