Dystopia 1.5.6 adds 30+ languages and floating damage numbers
Dystopia 1.5.6 is out now, led by automatic localization in 30+ languages and floating damage numbers. It also adds a credits screen a month before Dystopia's 21st anniversary, plus a broad set of interface, spectating, and server fixes.
Now in your language
Dystopia now follows your Steam language automatically across the interface, menus, HUD, scoreboard, options, cyberspace hacking programs, dialogs, in-world map screens, and mission briefings. Supported languages: Arabic, Bulgarian, Chinese (Simplified & Traditional), Czech, Danish, Dutch, Finnish, French, German, Greek, Hungarian, Indonesian, Italian, Japanese, Korean, Spanish (Spain & Latin America), Malay, Norwegian, Polish, Portuguese (Portugal & Brazil), Romanian, Russian, Swedish, Thai, Turkish, Ukrainian, Vietnamese, and English.
Damage numbers
Floating damage numbers join Dystopia's hitbeep system. They're on by default and can be switched off in the options menu. Each hit places a number at the impact point, slides it clear of the body, then sweeps it up to gather above the head into a total that fades when you stop dealing damage.
- Enemy numbers match your IFF color; friendly-fire hits are flat grey so they don't look like scoring.
- Kills fold their damage into the "+N frag" text, showing damage dealt in the seconds before the kill.
- Numbers shrink and fade with distance, and scoped zoom is accounted for.
- Defaults are tuned, but every part is a per-client cvar exposed in the options menu through the
dys_damagenumbers*family.
Credits
A credits window on the main menu lists everyone who has worked on Dystopia: 215 people over the years. A punyhuman.com/contact link at the top of the window is there for missing or incorrect entries.
Dying, respawning, and interface fixes
- HUD fades out on death instead of disappearing in a single frame.
- Swapping weapons on the spawn pad no longer replays the spawn effect; changing class still does.
- The deploy panel no longer reappears when you open the loadout menu while alive.
- A new Interface tab replaces the old Advanced Multiplayer button; HUD and visual settings live on Interface, gameplay and input on Multiplayer.
- Crosshair color is now a full color picker instead of three RGB sliders.
- Corps turrets no longer stay grey when per-team IFF colors are enabled; the same 2019 color-key typo also made the corps TAC-scan blip end early, now fixed.
- IFF overlays no longer get cut off on ultrawide monitors, and kill scores no longer clip near the right edge on widescreen.
- Chat wraps while typing; the box is narrower and the font follows your resolution.
- The team/class/loadout menu (M) is centered at every resolution and team-colored in-game.
- Punk's ammo icon no longer turns corp blue while reloading; punk boltgun trails are red instead of blue.
- While in a server, the main menu leads with RESUME GAME, with DISCONNECT below it.
- The ammo dispenser animates properly again, mostly: spin-up, loop while dispensing, wind-down.
- Options > Keyboard has its buttons back after 1.5.5 broke them.
- Pickup feed redesigned: no more flat-yellow Half-Life 2 stack climbing into the radar. Pickups slide in along the bottom next to your ammo, are team-colored, and the full loadout (grenades included) flies in when you spawn.
- Server browser is now "Browse Servers" instead of "Search Servers."
Spectating, tickrate, and stability
- Round restarts (including map_restart) no longer freeze spectators; they carry on normally.
- Third-person spectate no longer tilts sideways after chasing a decker out of cyberspace; it stays level while keeping the intended tilt during cyberspace flight.
- The developer console is much cleaner.
- A new tickrate command lets servers report the tickrate actually in effect, and players see it next to their own effective rates, so a 128-tick server no longer looks like a 64-tick one.
-tickrateon the command line is all a high-tick server needs: rate bounds are derived from it and reported at map load. Manual rate settings warn while that derivation is active;sv_rate_bounds_follow_tickrate 0opts out.- New players start at updaterate/cmdrate 128 and rate 196608, clamped by the server, so it costs nothing on a 66-tick server and just works on high-tick ones. Existing configs keep their values, and
sv_minrateremains the server-side lever for dialup-era rates. - Fixed two potential server crashes involving turrets taking damage from map hazards or without an attacking player.
- Fixed the music player logging an FMOD error every time a track ended.