New content and gameplay changes are here. You asked for equipping two skills, so here it is as well*!
*Certain limitations may apply.
So first off we have split skills in two categories, Utility and Movement. You can only equip one skill from the same category, so we basically have a dedicated Utility and dedicated Movement skill slot now. The said categories of each item will be written under their names in your inventory.
Gameplay
- Walljump’s gravity boost after the peak is removed, it will now use the same gravity over time and cover slightly more distance
- Running now clamps your vertical speed to +2 instead of -1, removing the install push down while still cutting it off
- Running movement speed increased to 1.74x from 1.6x (%8.75 increase), making up for the old speed increase of broadsword walk speed
- Added stun crowd control effect, unlike stagger it cannot be recovered using a dodge but other crowd controls can override it, allowing to cancel again even before its eventual time out
Weapons
Guardgun (Item: Scarab)
- Added the weapon
- Shots are same as old swordgun, same firerate and damage however ammo is 40
- RMB consumes 23 Flux to initiate and goes into guard state between 0.3s – 1.4s as long 5.5 Flux is there to consume over time. At the end of guard state it will be followed up with a throwing attack
- RMB with not enough Flux will do weaker version of the follow up attack directly with no guard state, it is visually a combo to break the monotonous look on spam but both attacks features are nearly identical
Note: With exception of certain attacks like Jump Attacks, any melee attack received during guard will result in attacker getting stunned for 1.2s.
Swordgun (Item: Scorpio)
- Reduced firerate to 7 bullets per second from 8
- Increased damage per bullet to 9 from 8
- Increased critical multiplier to 1.45x from 1.25x
- Increased spread over time quicker, making it bloom faster
Broadsword (Item: Durendal / Founders Sword)
- Increased normal attack damage to 20 from 16
- Increased Strong Cut damage to 25 from 20
- Reduced time to attack on Strong Cut by 0.18s and shortened the animation by 0.04s
- Changed critical points of Strong Cut to match general idea of “aim at the enemy to crit”
Bat (Item: Cyclone)
- Reduced mobility and disabled jump during Swing part of the Jump Attack -> Swing combo
- Delayed ability to Swing during Jump Attack recovery to 0.2s from 0.1s
Rifle Cannon (Item: Helios)
- Fixed refill taking flux after charge was cancelled
- Allowed weapon to be cancelled with Crouch button while walking (although Crouch walk itself is not back yet)
- Charge VFX decided to appear in builds
Skills
Soar
- Added the skill under Movement category
- Activation on ground pushes you upwards and goes into gliding state
- You can get a dive boost by using the activation key again, but it only works once on every flight (UI has no indicator for this at the moment)
Platform
- Moved skill to Movement category
Shield
- Moved skill to Utility category
Zone
- Moved skill to Utility category
Maps
- Minor performance improvements on City Square, Ironworks and Service Point
Client
- Added separate keybinding in the settings for Utility skills
- Optimized SSR and Bloom performance
