Curve Fever Pro Update Notes | 19-11-2021 | 2.4.0 | Challenges & balancing!


#1


You can now unlock more rewards by completing daily and weekly challenges!
Check it out in the new challenges popup which can be found on the top of the game.

PATCH 2.4.1 (November 20th)

  • Fixed keys not always registering properly!
  • Changed weekly challenge XP reward to 250. (was 150)
  • Weekly challenge rewards are less random now. (no duplicates)
  • Fixed challenge claim reward button appearing for incomplete challenges.
  • Updated weekly challenge info tooltip.
  • Updated some challenge descriptions to be more clear.

NEW

  • Daily challenges
  • Weekly challenges
  • Challenges overview popup
  • Extra weekly challenge for :star:VIP’s

GAMEPLAY CHANGES

  • Death explosion size decreased to 25 (was 40)
  • Turret size decreased decreased to 60 (was 120)

BUFFED

  • Teleport cooldown decreased to 7.5s (was 8s)
  • Shield defense increased to 32% (was 30%)
  • Teleport defense increased to 15% (was 9%)
  • Hide sel f defense increased to 18% (was 17.6%)
  • Speed burst defense increased to 12% (was 11.5%)
  • Homing missile attack increased to 7% (was 5.1%)
  • Mine attack increased to 9% (was 7.8%)
  • Stealth mine attack increased to 8.7% (was 7.9%)
  • Time bomb attack increased to 15% (was 14.3%)
  • Clock block duration increased to 6s (was 5s)
  • Clock block fever attack increased to 12.5% (was 11.7%)
  • Thick fever attack increased to 13.8% (was 13%)
  • Steer-less fever attack increased to 11.6% (was 10.6%)
  • Speedy fever attack increased to 11% (was 10.1%)
  • Reverse fever attack increased to 8.8% (was 7.6%)
  • Blind fever attack increased to 12.7% (was 12.2%)
  • Low-res fever attack increased to 12.8% (was 12.3%)
  • Trippy fever attack increased to 12.4% (was 11.7%)
  • Blind fever cooldown decreased to 3.5s (was 4s)
  • Low-res fever cooldown decreased to 3.5s (was 4s)
  • Trippy fever cooldown decreased to 3.7s (was 4s)

NERFED

  • Multi shot cooldown increased to 3.5s (was 3s)
  • Multi shot damage decreased to 13% (was 14%)
  • Side shot attack decreased to 13.5% (was 14.1%)
  • One shot attack decreased to 13% (was 13.5%)
  • Double shot attack decreased to 15% (was 15.6%)
  • Laser attack decreased to 13% (was 13.4%)
  • Mine trigger size decreased to 70 (was 80)
  • Stealth mine trigger size decreased to 70 (was 80)
  • Time bomb trigger size decreased to 100 (was 120)
  • Teams: Jump cooldown decreased to 7s (was 4s)
  • Teams: Brake cooldown decreased to 7s (was 4s)
  • Teams: Power dash cooldown decreased to 8s (was 6s)
  • Teams: 180 cooldown increased to 8s (was 6s)

#2

just -0.4% dmg of laser? XDD

but overall the update seems good


#4

Update looks cool.


#5

Thank you Rojoss for this update and the time you dedicated to it.
Good update overall. Just a bit afraid by the buff of homing, it’s really huge.
Shield had to be buffed as well as Clock Block. And laser had to be nerfed too (just a bit fortunately for me :D)
It looks like multi-shots was really the big target to nerf here. I’m not surprised.
Can’t wait to play the new update.
Daily and weekly challenges will also be :fire:


#6

Just gonna write this here before all hell breaks loose about balancing.
Feedback is always good and will be taking into account for future balancing updates.

There hasn’t been an update in ages so this is a first step to do balancing updates again.
It will happen more frequently again now and as always the game balancing will never be perfect.
It’s just about meta and to have something refreshing now it might be powers x and y and next month it might be powers a and b.

Don’t get too upset or angry about it, but feedback is always welcome :wink:


What the heck are the devs doing with the balance changes?
#7

I think this gives an opportunity to experience powers in a brand new way, giving possibilities to some powers and a new perspective on others. It is a good starting point for balancing as well. Great update!


#8

fr fr


#9

at least you updated the game


#10

The update seems to be good, thanks! It’s a great idea to make challenges, but the reward… Maybe even 1 gem would be a better option (at least for the weekly challenge). If you’re afraid of too many people getting gems for free, make it “only first five players to achieve get 1 gem”.


#11

You can get 3 gems and VIP from weekly challenges.
If you only got XP you just got unlucky I guess.
But I’ll make it so you don’t get the same reward on different challenges and I’ll also increase the weekly XP a little.


#12

PATCH 2.4.1 (November 20th)

  • Fixed keys not always registering properly!
  • Changed weekly challenge XP reward to 250. (was 150)
  • Weekly challenge rewards are less random now. (no duplicates)
  • Fixed challenge claim reward button appearing for incomplete challenges.
  • Updated weekly challenge info tooltip.
  • Updated some challenge descriptions to be more clear.

#13

uhhh the “reveal new challenges” button doesn’t do anything except refresh challenges I can’t complete even after the patch, is that meant to happen?


#14

It’s been fixed, was a bug indeed


#15

The patch this morning didn’t properly fix the input handling.
I just rolled out another patch that has more fixes in place and it seems to work great now so check it out! :wink:

  • Fixed input being registered at the end of the tick (game loop), it now happens at the start which means 20ms faster response time to input
  • Fixed it so your curve turns properly when you tap quickly (previously it would skip the input)

#16

hey Rojosss…I like the update even when its 3 years later then expecxcted …better late then sorry…you should have been be CEO from first day :slight_smile: The yellow popin whatever it is in english drives me crazy would pay 5€ per month 2 make it disappear :sunglasses: … Thx 4 keeping cfp alive :two_hearts:


#17

Yellow popin?


#18

The almighty google god told me its called: exclamation mark…but dont worry there are alot of things which drives me crazy like as the soles of women, chillies, cfpro devs and their decions, chrismas, noodles with gorgonzola, foxes which steal your shoes, all kind of government decisions, guns which are not 9mm, drugs, red haired people and last but not least me by myself,

So fix ALL of this :wink:


#19

no nut joke here


#20

Lets talk about fevers: fevers are really strong pre grandmaster because newer players will run into them without dodging, while in top ladder, its hard to even land hits with them. Its hard to balance a power that’s strength is hugely impacted by the existence of a few low rank players in your match. The main problem I see is that when you nerf one thing (shots) it has the same effect as making other powers more viable. and when you add buffing fevers on top of that? It just seems like buffing fevers 2 times over (imo).I am ranting a bit but I’m still very grateful the devs are putting in work to make this game more fair for everyone!


#21

I played 30-40 games after update in high-ranked rooms and it’s clear that fevers don’t have such an advantage. Most players still use shots/laser more and are successful with that. I see only two really unbalanced things: homing was buffed a bit too much and timebomb was nerfed a bit too much. I would slightly nerf multi and laser too, but I think it’s not op, just strong modules.

PS: tele and thin still need to be slightly buffed.