The rules of replying: Be respectful. This is a space for friendly local discussions. No racist, discriminatory, vulgar or threatening language will be tolerated. Be transparent. Use your real name, and back up your claims. Keep it local and relevant. Make sure your replies stay on topic. Adjusted time to be able to input an action after hitting the environment from 0. Adjusted combo time after having a jab blocked from 0. Improved player inputs during initial spawn to prevent accidental attacks or halts in movement.
Made combo and feint inputs more consistent when inputted just before release. Fixed an issue where parry inputs would sometimes be ignored after being interrupted, staggered, or deflected. Fixed an issue where certain projectiles would not always hit when successfully landing on an opponent. Fixed a rare instance where a counter attack would sometimes not reliably come out after successfully countering an attack.
Sprint charge early attack tracers are disabled for all weapons. This change will prevent sprint charges from feeling like an instant and unreactable hit. Disabled bouncing off of player heads. Players will now only slide off when landing on top of each other. Fixed a state issue where being disarmed while holding both a one-handed weapon and an off-hand throwable would cause the player to pull out their main weapon as if it was a one-handed weapon.
Adjusted jab input lock out of parry break state from 1 second to 1. Added prevention measures for immediate movement cancellation of auto-run spawns. Fixed alignment discrepancy between first person and third person weapon tracers when crouching right before release.
Fixed an issue where bots would sometimes become invulnerable during offline play. All weapon racks now instantly give the item to the player instead of requiring the player to hold the action command. Reduced spawn time for Agatha peasant players in the last stage from 15 seconds to 10 seconds.
Fixed an issue where the catapult could be destroyed by oilpots during convoy. This has been identified as a bug, community management said they're working on it. I have my Necromancer's secondary skills bound to Q, W, E, R, T, and let me tell you, this game is all but the same as before :.
I guess the game is ready now for season 1 and new content! Rip firewall dps sadge. It's like a Norse Porn movie gone wrong. The only guaranteed workaround is to have a controller plugged in, flick the stick assigned to movement, then hold said stick for about half a second, then quickly click a mouse button and get the hell out of Dodge. Fixed an issue where player attack and skills would not always stay in sync between client and server. Fixed a bug which allowed max attack speed modifier to reach values up to double what was intended.
Fixed an issue where way pointing in Legacy mode while the Hurricane skill is active could cause a long loading screen. Fixed an issue where a player would use Telekinesis on the Orifice in Act 2 that would cause an interface screen to become stuck on screen.
Fixed an issue where if you are in town and cast Enchant on another player it could initiate a trade. Fixed an issue where the Paladin could begin rubber banding when his mana was depleted while holding down the Charge skill. Fixed an issue on controller where binding an oskill to a button and then binding a common skill would cause the incorrect tooltip to display.
Fixed an issue where if you accept a trade and then loot your corpse before the other player accepts, the trade would look like it was successful but was not. Fixed an issue where navigation past either end of the channel list would cause the user to be unable to navigate the channels again.
Fixed an issue where typing a message in game chat while on the quest panel would remove the quest UI. Fixed an issue where having a trade initiated while in the skill bind menu would cause players to lose controller capability. Fixed an issue where if the emote wheel was on-screen and a trade was initiated, the emote wheel interface screen would overlap the trade interface screen.
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