Alpha v21.1 to Alpha v24.0 Release Notes
2026-02-07 kinoko
We have been so busy working on the game that we have forgotten to post update notes. At least a lot has been done!
Gameplay fixes/changes/additions
- Added customization for the IFF system
- Added customizable X-ray that is applied to friendlies when alive/spectating them and applied to all players when spectating
- Added a new “Utility slot equip priority” option - players can choose whether they will go through a sequential frag/smoke/detpack order or select their class specific utility first when equipping a throwable
- Various fixes for various toggle actions
- Fixed games not ending if a match is won by hitting the score limit
- Added a trigger reset for semi automatic weapons (Milso, M41, M41S and ZR68L should now behave more similar to their OGNT counterparts)
- Fixed projectiles colliding with dropped weapons
- Fixed sound pool starvation for very rapid gunfire
- Fixed Xray being enabled on maps where IFF elements are disabled
- Fixed viewmodels disappearing
- Fixed the player getting stuck in leaning when frozen
- Fixed the game crashing when playing Deathmatch games with bots
- Fixed the cloak disable sound from being played after the player has died
- Fixed the ghost marker being placed on objects which aren’t the ghost
- Changed the position of the ghost marker to behave similarly to OGNT when the ghost is carried by players
- Removed bone merge from default items
- Players no longer glow in DM
- Fixed weapon cycle times for various weapons
- Fixed eye angles going out of netprop range
- Fix the crosshair being offset after changing resolutions
- Fixed rounds resetting earlier than they should
- Added recoil to BALC3 and tightened its accuracy
- Added a per-client cvar
cl_neo_tachi_prefer_auto for controlling whether a newly spawned Tachi will have its firemode set to single shot or full auto. Set to full auto by default.
- Added debug commands for adjusting the classes of bots
- Added extra color customization for crosshairs
- Added alternative spectator controls
- Addes server side commands for adjusting team scores
- Replaced
neo_aim_hold with proper keybinds
Gamemode fixes/changes/additions
Various changes to the JGR gamemode:
- Points are now scored by getting kills as the JGR instead of surviving as the JGR
- JGR is locked for all players for 20 seconds after the round has started
- Instead of spawning the instant the JGR dies, the dead team will spawn after an 8 second cooldown
- Enabled use of comp settings in JGR
- Default round timelimit reduced to match the timelimit in CTG
- Unmanned JGR is now solid, with soft-collide post-death transitions
- Player XP is now reduced only down to 10 XP instead of 0
Added new server side commands for controlling XP rewards in the CTG gamemode:
sv_neo_cap_reward - How much XP to reward for capturing the ghost. 0 = Rank up. (Default: 0)
sv_neo_cap_reward_dead - Whether dead players should receive the ghost capture reward. (Default: 0)
sv_neo_survivor_bonus - Whether surviving players on the winning team should receive extra XP. (Default: 1)
sv_neo_ghost_carrier_bonus - Whether the ghost carrier on the winning team should receive extra XP. (Default: 1)
- Bots will now evade from enemy grenades
- Bots will now retreat to a safer position when reloading or when they’re under enemy fire
- Bots will now spread out to different routes
- Bots no longer attempt to make jumps that they cannot jump high enough for
- Bots will no longer shoot at walls or friendlies when enemies leave their line of fire
- Improvements to bot pathing
- Bots now move out of the way when other teammates bump into them
- Recon bots now super jump when under fire
- Bots can now capture the Juggernaut
- Bots will now scavenge for a primary weapon if they don’t have one
- When a bot is taken over by a spectator, bot name reflects who is taking over the bot
Experimental bot command system
- Added a server ConVar
sv_neo_bot_cmdr_enable, which when enabled on the server, players can collect bots as followers by pressing use while looking at them
- Players can organize bot followers into different squads by changing their own squad star and pressing use on bots
- When a bot is following a player, they will follow the player’s pings as way-points until they regroup with the commanding player
Map changes
- Added soundscapes for
ntre_sentinel_jgr
HUD fixes/changes/additions
- Fixed health bars in the new squad list overlapping onto adjacent squad mates and the central timer element
- Text for the damage dealt is no longer colored red if the player was not killed
- Fixed alive player counts being incorrect
UI fixes/changes/additions
- Fixed the alive player count not updating when the scoreboard is open
- Fixed being able to select multiple UI elements at the same time
- Added an option to pause the MP3 player on game launch and when exiting a level
- Fixed the background map FOV
- Added background map panning
- Tweaks to the options menu
- Added neutral ghost capture points
- Disabled wind option for
func_dustcloud and func_dustmotes
- Added Parallax Corrected Cubemap support
- Added radius setting for prop_sphere
General fixes/changes/additions
- Added basic achievements (only available on the steam install)
- Removed redundant teammate check from player list
- Fixed Steam release script compatibility
- Improved compression of release assets
- Moved Sourcemod gamedata files to a separate subdirectory
- Added automatic SourceMod gamedata generation
- Fixed Sourcemod gamedata files
- Fixed compiler warnings
- Optimize CollectPlayers memory allocation
- Restocked the vending machines on Bullet
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