Weapons can be set to rip right through things they hit and continue (possibly with reduced damage) to the next target. Guns can fire in any polygonal shape and size. This is currently used for the impact cannon, which now fires in a cone. This should provide plenty of options for people who want to run their own servers with custom guns. A translucent background for the menu.
Leges Motus now has an extensible and configurable set of multiple weapons. Guns can have inaccuracy, various cooldowns, various health effects, freeze times, etc. Additionally, there is a new, configurable active map object infrastructure, with forces, hazards, etc. The game has a completely new menu and text entry framework. Configuration options have been added for text background, shadow, sliding, and multisampling. There is a completely new networking system, which decreases problems with packet loss.
This release fixes potential client crashes when receiving packets for non-existent players. The client now saves the player name when you click "Apply" in the options menu. The options menu is more intuitive and more seamless. The client now checks for updates when it starts, instead of when opening the server browser. The server now respawns players immediately when they are forcibly switched by team auto-balancing.
The server no longer gives points for shooting frozen players. Displaying the chat log on top of the score overlay was fixed. Showing the score overlay when the input bar is shown was fixed. Options now only apply themselves when "Apply" is clicked, not "Back".
A persistent client configuration file was added, allowing users to configure their name, screen resolution, and other options. Highly flexible server configuration is possible, including options regarding friendly fire, gate speeds, freeze time, and more. A chat log for old messages was added. Announcements are given for important events. A new map format is used, which is more readable and more extensible. Maps are downloaded from servers. A configurable radar "aural" mode was added, in which enemies only show on radar when they fire. The server now uses UDP hole punching to allow connections through firewalls. Map code now caches sprites, reducing memory usage.