Fun Run 4 - Update 2.5.8
/“Hello, Runners!
Spring is here and that brings some gameplay changes to the game! We’re balancing Powerup and Animals, changing some functionality of our gameplay systems, updating maps, and more! Tune in below for the latest changes.
Have fun running!"
Join the discussion on our Fun Run 4 Subreddit!”
Updates
Gameplay
Ability Charge
“Ability Charge hasn’t gotten the love it deserves and it has been slightly neglected as a balancing tool. We are cleaning it up a bit to be able to use it more wisely in future balancing.”
Restructured the Ability Charge given for successfully using Powerups for more fair balancing
Fixed some issues with some Powerups not giving Ability Charge
Blades
“Blades have had their time in the spotlight for too long and their power mostly comes from being able to stick to the ground and propel themselves into unsuspecting Runners. Therefore we are doing some updates, as well as functional changes, to make it more difficult to spam them and get easy kills, making their identity more about their ground traversal and less about throwing.”
Fixed to not get insane speeds in the air
Updated to have different top speeds depending on the direction of travel
Increased the distance to which one can hear a Blade get activated
Powerup Drops
“We’re continuously working on the drops of Powerups, to make it fair and fun.”
Balanced the Powerups Drops to make it hopefully feel a bit better for all Runners
Grenades
“We have observed that these types of Offensives are easy to make mistakes with, leading to many moments where a Runner wants to do one thing but then ends up doing it to themselves. While we don’t want Runners to lose their agency and these types still to be skillful, we are adding a very short arming time. This will hopefully result in that, if you have another Runner on top or next to you, you will not hit them as you aim for a Runner farther away. You still have the option to yeet it into the ground and go down together in flaming glory, if that tickles your fancy.”
All Grenades now have a 0.166s arming time to stop them from detonating when you have another Runner right on top of you. However, the terrain does not respect this arming time.
Traps
“The Traps are a bit difficult to place correctly when just pressing the Powerup button. To give Runners more control, while also still keeping the skill component, we are adjusting this.”
When not aiming with a Trap Powerup, the trap will now get slowed down in the air much quicker, hopefully resulting in a better feeling when placing them.
Animals
Lion
“As the king of the jungle, the Lion has been the best performer in Elites. To mitigate this, we’re making it less effective to get ahead and stay ahead.”
Passive - Predator Rush
Burst: 5.5 m/s → 4.5 m/s
Dragon
“Dragon is slowly creeping up in the Elites rankings again, so we’re adjusting his Ability to make him stay with the pack.”
Ability - Comet Burst
Ability Charge: 1200 → 1250
Bunny
“Along with Dragon, Bunny is up there in the Elites rankings, so we’re adjusting her Ability too.”
Ability - Flower Leap
Ability Charge: 1000 → 1100
Cat
“Cat is performing a bit worse than the rest of the pack in Elites, so we’re bumping up her power a smidge.”
Ability - Shadow Rush
Dash: 48 m/s → 50 m/s
Speed Increase: 8% → 10%
Hyena
“We have seen that the Hyena’s Passive has been a bit underwhelming and that she has been pushed down in the rankings since her hotfix. We’re trying to mitigate this to double her Passive’s power.”
Passive - Adaptive Running
Burst: 1 m/s → 2 m/s
Bear
“Bear has needed some love for a while, so we’re giving him a hug and giving his Passive a slight boost.”
Passive - Second Wind
Burst: 5 m/s → 6 m/s
Robin
“Robin is getting a slight buff as we think he’s a real cutie-grumpy boy. For real, though, we feel that he should perform a bit better than he does.”
Ability - Phase Dash
Dash: 60 m/s → 62 m/s
Powerups
Sawblade
“The Blades have been dominating play with their ease of successful use and not many countermeasures. So we’re changing them up, trying to differentiate them from the Grenades playstyle. There is now more of a focus on keeping it on the ground and making it catch up to your opponents, instead of lobbing it into other Runner’s faces.”
Top Speed: 22 m/s
Forward Top Speed: 22 m/s → 35 m/s
Backward Top Speed: 22 m/s → 20 m/s
Throw Speed: 24 m/s → 12 m/s
Acceleration: +22 m/s → +30 m/s
Lifetime: 2.5s → 1.9s
Bounceiness: 0.3 → 0.2
Mega Blade
“The Mega Blade doesn’t currently do much differently than the Sawblade other than just being bigger. So we’re now changing it to have more focus on it being big and heavy. You can’t throw it as far and it doesn’t get up to speed as fast. But when it does, it’s a force to be reckoned with. And it being heavy makes it very susceptible to gravity and slopes.”
Top Speed: 20 m/s
Forward Top Speed: 20 m/s → 40 m/s
Backward Top Speed: 20 m/s → 18 m/s
Throw Speed: 22 m/s → 10 m/s
Acceleration: +15 m/s → +5 m/s
Lifetime: 3.0s → 2.2s
Kill time: 1.1s → 1.3s
Slow Grenade
“The Slow Grenade is trailing behind in the rankings for Offensives and is performing overall poorly. We’re adjusting it to make it stronger and pull it back up.
Slow: 60% → 75%
Punch Box
“Punch Box is overall the better Trap in high-ranking races, so we’re making changes to how long it stays around to make it not so dominating.”
Lifetime: 4.0s → 3.5s
Magnet
“Magnet got some unintended boost for when pulling the trailing Runners in the previous patches, so we’re bringing it down again.”
Forward Force: 25 → 15
Hexa Shield
“This little protector has been hailed as the best Defensive for a while now. We’re doing some changes to nudge it down from its clear dominating spot in the rankings.”
Duration: 2.7s → 2.4s
Slow Gate
“Slow Gate has been falling a bit behind, so we’re upping its power slightly to make it catch up in the rankings.”
Slow: 70% → 80%
Meteorite
“Meteorite has proven itself to be very powerful, and part of this is that it can kill a lot of Runners along a long stretch of terrain. So we’re making it more like a meteorite and less like a bouncy killing ball. This ultimately means that it will come to a halt much quicker and when moving at very low speeds it won’t kill.”
Friction: 0.4 → 0.8
Killspeed: >5m/s → >10m/s
Elektro Shock
“Our main Special shocker has not performed as well as we want, and is at the lower end of the rankings of Specials. We’re changing this to make it easier to succeed in using it effectively.”
Hitbox Radius: 3.2m → 3.7m
Baseball Bat
“We have heard your feedback about the frustrations of not being able to aim the Baseball Bat. So we’re adding that in.”
[NEW]: Now able to manually aim
Vortex Grasp
“Since its previous buffs, the Vortex Grasp has been dominating in all areas of the game as the strongest Specials. To amend that we are reducing its effective area.”
Hitbox width: 14m → 13m
Hitbox height: 3m → 2.3m
Catch Up Powerup
“The Catch-Up Powerup has been a little bit underwhelming and we have heard your feedback about it. We’re adjusting it to make it a bit more viable as a catch-up tool.”
Speed Boost: 18 m/s → 25 m/s
Distance for drop: 45m → 40m
Maps
Frenzy Forest
Section 6:
Added a platform to reach the Powerup Box easier
Brazen Bridge
Section 1:
Made the path choices different in terms of rewards
Open Overpass
Section 3:
Reworked to make the second Mushroom a bit more rewarding path
Totally Tubular
Section 6:
Made the Jelly path more rewarding and added a third Jelly to not punish Runners that Slam into the path.
Biscuit Bridge
Section 2:
Made it easier to reach the Slam Island, but made it less rewarding to get up there
Candy Caves
Section 2:
Added some platforms to make the section a bit more interesting
Sucker Slopes
Section 3:
Made the bottom path a bit more interesting in terms of choices
Section 7:
Reworked to be a bit more versatile and make the choices more rewarding
Tangled Towers
Section 3
Fixed a bug where the first Speed Pad wouldn’t give a Speed Burst
Section 6:
Removed the Speed Pad from this section to make the top path not the only path you’d want to take. Also, reworked this section to make the different paths more difficult and rewarding.
Winding Vines
Section 5:
Made the Powerup Box harder to get to without sacrificing speed, making the choice more meaningful.
Misty Metropolis
Section 2:
Cleaned up some clouds to make it easier to navigate, and made the lower Speed Pad path more rewarding
Section 4:
Made the Speed Pad path much more rewarding and slowed down the Powerup Box path, to make a clearer choice between speed and Powerup.
Section 5:
Reworked this section to make the clouds less obstructive and make the path choices more interesting.
Section 6:
Reworked this section to make the clouds less obstructive and make the path choices more interesting.
Rigged Ruins
Section 6:
Reworked to make the bottom part less redundant
Bug Fixes
Fixed certain emojis showing up as multiple other emojis
Fixed the Inbox to show all your invites, requests, and direct messages
Fixed the Inbox to sort newest messages first