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- - Kicks have a 1.75s cooldown
- - Riposte release animation start for overheads and slashes moved back a little bit
- - Blood on characters is back
- - Fixed bug causing mousecaps to persist a while after the state changed (e.g. attacking, getting blocked, still mouse capped for a while, resulting in
- extreme difficulty blocking subsequent riposte). Now they persist for 0.15s after the state changes (the reason this even exists is to prevent accidental
- crazy spins when the mouse gets uncapped).
- - Game will now use any lag you might have to improve block visual fidelity by not predicting and playing block animations right away, instead it will
- wait until the models are optimally aligned (blocks are detected at a slight distance so this mitigates the visuals of blocking with air around your
- weapon). Once the server response is received it will always enforce the block animation, so nothing changes gameplay wise.
- - Rocks now have a reload phase (it's still placeholder) so they'll be much slower to throw repeatedly.
- - Shadow-casting enabled for players, equipment and terrain.
- - Fixed animation bug with bow reload
- - You can now perform two emote actions with Z (Salute) and X (Flourish) respectively (these are hardcoded binds, they'll be bindable soon)
- - New parry sounds for bastard swords, arming swords, greatswords, polearms. Some additional placeholder sounds were added for weapons that lacked
- sounds.
- - New team deathmatch map: Field
- - Fixed rock damage, as it was using bow damage values.
- - You can now enable a crosshair dot in config.ini, disabled by default
- - Added visual hit marker, can be disabled in config.ini
- - All shields now use a center grip for gameplay reasons, as straps do not offer adequate animation mobility to block low attacks. We know this is not
- historically accurate for targes and heaters.
- - Team selection screen will now appear automatically when joining a server.
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