UPDATE #3

CORRECTIONS

CORE: xENGINE · 20 OCT 2026


SPECTATING IN CLAN WARS

Two bugs, both fixed

The arrow keys did nothing. The camera stuck to one player and only ever moved when that player died. It was always the same person, the first name in the room alphabetically, because every recovery restarted the list from the top instead of carrying on from where you were. Now the arrows walk the room both ways, and when the player you are watching dies you move to the next one rather than back to the first.

Dying as a spectator left you staring at the sky. Training's spectate was handing the camera back in rooms it had nothing to do with, dropping it onto your own body, where GTA's death camera drifts upward. It now only lets go of a camera it took itself.

DRAFT GATES WERE COLLECTED FROM ANY HEIGHT

Not a bit too high — unlimited

MTA builds a checkpoint marker's hit area as a flat circle with no height at all, so a gate on a road was being collected by a car on the bridge above it, or by anything crossing the column of sky over it.

There is now one rule for taking a gate and both paths use it. The gate is 7 across, painted and collected, 6 up and 3 down.

The 3 below are the only unpainted slack, on purpose: a gate is dropped from a moving car, so it sits at axle height rather than on the tarmac.

LOW RESOLUTIONS

800x600 and 1024x768

If you play at 800x600 or 1024x768, the panels looked right but the text spilled out of them and ran over the row below.

Everything scaled with your screen except the lettering, which has a floor it cannot go under. Below about 1200 pixels wide the boxes kept shrinking and the words did not, so at 800x600 all eleven text sizes in the design came out identical and each one was more than twice the size its box was drawn for.

Fixed. Below 1200 wide the interface stops shrinking and takes up more of the screen instead, drawn in the proportions of a 1200-wide display. Nothing changes at 1200 and above, 1920x1080 included.

Xenous Development Team & Staff