QuiVr Patch Notes — July 15, 2018
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Gate Pacing

Over time it has become clear that the pacing of QuiVr is difficult to handle, demanding almost constant physical engagement for long periods of time. Many updates have tried to address this issue in less obvious ways (ebb and flow of enemy spawns, event tiles, pop-in/out spectator mode) however the issue of continual intense combat persisted.
This update adds a new system that should more directly address the issue of continual intensity while providing veteran players a way to continue progressing without being hampered by artificial delays.
After a new gate closes, there will be a steadily increasing delay before the new area's enemies begin spawning. It starts around 15 seconds and ramps up to 30 seconds after each gate. This should give you some time between gates to rest your arms and position yourselves for the oncoming enemies.
The delay can be skipped if desired by shooting the target above the delay message. In multiplayer at least half of the players must shoot the target to skip the delay.
This new delay system will hopefully improve the pacing of the game, particularly for new players and lead to fewer instances of jelly-arms. Please let me know if there are any unintended negative consequences with this new system either in the forums or on the official QuiVr Discord!
Item Droprate Fixes
Thanks to the help of some fantastic players, a number of bugs related to item drops have been found and fixed. In particular:
- Items will be correctly awarded after losing a game
- Item drop rates will no longer plummet after earning all uncommon items
- Items of particular type+rarity combo will no longer be extremely rare
Unity 2018
This update also transitions QuiVr to Unity 2018. This engine update brings with it a multitude of performance and crash fixes. In particular there have been significant improvements to particle effect performance. Graphics Jobs have also been turned on for this update due to stability improvements to dramatically increase CPU performance (Please let me know if you experience DX11 related game crashes, as this is most likely the cause).
Over the next few weeks I will begin implementing some of the more advanced Unity 2018 optimizations to improve performance to a greater extent, for now I am still making sure that the engine update itself has not introduced any new bugs.
Other Changes and Fixes
- Fixed purple slow powerup
- Initial LIV sdk implementation
- Fixed large bomb powerup display
- Fixed Haunt player targeting system
- Fixed combat text for target dummies
- Aimed shots now affect archery range scoring
- Updated Map Seed
Remember that updates still go out on an amlost-daily basis to the beta branch! To keep up with the current developments and find other players to play with in multiplayer be sure to join us at the official QuiVr Discord!