While we are getting ready for Free to Play release and preparing new content, here’s a new patch putting out the rest.
Gameplay
- Added base recovery using Jump button at +0.3s for Stagger & Knockback states, and +0.4s for Throw state
- Changed crowd control sharing method and reduced 40 ms of latency on crowd control interactions
Game modes
Deathmatch
- Changed spawn distribution to reduce extremely isolated spawns
Weapons
Broadsword (Item: Durendal / Founders Sword)
- Increased jump attack range by 16% and increased vertical hitbox area to be even
- Added more critical hitboxes to make crits on dash attack more consistent when the attacker doesn’t stop on time
- Delayed heavy attack hit timing by 0.24s and shortened the total duration by 0.05s to fit the visuals
Bat (Item: Cyclone)
- Increased jump attack range by 16% and increased vertical hitbox area to be even (same as Broadsword)
- Swing animations changed and allows free movement now instead of locked forward step
- Reduced normal attack hitbox range behind the player
Heavy Machine Gun (Item: Wildfire)
- Reduced damage to 7 from 7.5
- Reduced accuracy (no direct values here sadly)
- Fire rate now ramps up in 0.48s to go full speed
- Reduced flux usage slightly to have round 130 ammo instead of 131
- Fixed dodge cancel causing rollbacks
Rifle Cannon (Item: Helios)
- Push back on shooting now linearly scales with charge level, 100% charge becoming the old push back amount
- Both explosion and ray now hits map blastables with 200% damage instead of 100%
- Increased fully charged ray damage to 22 instead of 21
- Shot push back animation now can be cancelled with dodge after 0.3s seconds
Revolver (Item: Resolver / Crimson Hound)
- Increased ammo to 6 from 5
- Push effect on bullets now scales linearly with each landing bullet
Note: Someone else shooting with Revolver after you will overwrite your push if theirs is stronger, but not if theirs is weaker
Skills
Zone
- Start and drop animations are now crowd control immune
Note: This mostly works, but it is vulnerable to latency induced race conditions in theory. Please report it if you capture such a case on video.
Client
- Attack cancelling dodge now shows up in the HUD as transparent when the state can be cancelled with it, and becomes opaque white when it’s time
- Reload and ammo indicators are now visible on HUD
- Fixed self indicator not showing up on TAB screen
- Added Brazilian Portuguese translations & credits
- Renamed the emote “:angry:” to “:annoyed:” and added alternative “-_-” kaomoji to use it
- Updated networking library
- Invulnerable players will no longer show up in damage combo counter
- Added hitbox & critical area visualizers on practice modes, enabled by F9 key
- Fixed practice dummy resetting your camera effects
