Gameplay
Slowmo mode (mutator)
Similar the slowmo mode in Sauerbraten, the game will temporarily slow down when you take damage.
Unlike Sauerbraten, you can fail the level by taking lethal damage!
Nightmare mode (mutator)
In this mode, monsters deal "nightmarish" damage.
That is, monster weapons deal the same amount of damage as the player's weapons.
Luckily for monsters, they don't deal extra damage to each other!
Updated Armor System (IceCube)
Yellow Armor provides +100 Yellow Armor, up to 200 max.
Green Armor provides +100 Armor, up to 100 max. If you already have some Yellow Armor, this won't improve your Armor beyond 100 combined Green/Yellow Armor.
Health Boost Buff (IceCube)
Picking up a health boost gives a semi-permanent +10 bonus to max health, up to 200 max health.
One stage of the Health Boost buff will decay when your current health is significantly less than your max health for 10 consecutive seconds.
Four Special Player Classes (IceCube)
Pick from four special player classes, each with unique changes from normal players. This command applies to your future respawns. Picking a special player class applies a 1 frag penalty on each respawn.
The Titan player class has 200 starting health and 200 base health but does not use Armor.
The Mutant player class regenerates health.
The Specter player class regenerates Blue Armor up to 200 Armor.
The Scientist player class gets 20% longer buffs, and also regenerates Blue Armor up to 100 Armor.
Basic Regen (mutator)
Adds a 1 HP/sec regen to all players except Mutant class players. (Mutants already have health regeneration.)
Single Player Scoring System
Score includes factors such as level time, weapon accuracy, avoiding damage, and keeping your Health Boost active.
Gameplay Prefs
IceCube also features a few new preferences for your tactical consideration.
greenarmourpickuplt (default value: 67)
(This setting only applies in classic Cube.)
Enable pick-up of Green Armor only when your Yellow Armor amount is less than value of this setting.
This option does nothing in "IceCube" game modes since IceCube uses "composite" armor.
hitsound
Plays a sound when your attack hits an enemy.
Commands
IceCube features a few new commands.
releasefocus (client command)
Release mouse focus from the window. You can drag the window using the title bar without returning mouse focus to the game. Click inside the window to regain mouse focus. Keyboard focus is unaffected. Only works in windowed mode.
movie
Record a movie of the current screen (picture only). The capture format is MPEG-2 video elementary stream with 1 frame "group of pictures". There is additional (optional) support for capturing the audio mix in Opus format to a separate file when compiled with "opusenc" support and running with opusenc.dll.
Optimization
deferupdatemillis
Upon resuming from swapbuffers, defer the game client's mainloop from running updateworld until at least this many milliseconds pass.
When VSync is enabled, this setting can help reduce input lag portion from the game client only by deferring input processing, rendering, and world update to the last possible moment.
You will want to set this to the highest time possible without causing a missed frame update for your target (vsync) framerate.
Compatible with minmillis (minimum time between calls to updateworld)
This feature is most useful when update+render time is much less than the monitor's refresh rate.
Example: Assuming a consistent 5ms update+render time, 16.7ms screen refresh, and VSync on, a reasonable setting for deferupdatemillis would be 10ms. This is because 10ms+5ms (15ms total) is less than 16.7ms so the frame would complete before the next VSync.
logframedata
Outputs frametimes to console (not the in-game console).
showlatency
To analyze graphics latency, this command labels each frame with a color and the "engine" time (simulation to photon latency).
To analyze input latency (mouse/keyboard), this command puts a marker on the frame in response to the latest key press or button press (button to photon latency). This also activates key press sounds (button to sound wave latency). (TODO: controller button latency)
To analyze various latency, timing and screen tearing phenomena, you may need to capture the output of the graphics card display controller at the scan line/scan out level, or you may need to set up an external high-speed camera to record the display.