Hey everyone! Welcome to our Friday Update!
Sorry, this was put out a little later than normal due to waiting for a couple of things!
* First off, we’re excited to give you a sneak peak on our new customization in game. Like we said previously, you can change the background pattern and colors of your outfit for both team play and FFA, as well as customize emblems. You can see nice close up views of your character and spin them around to see how it looks from all angles. You can choose which helm you’d like your character to wear from this screen as well.
Team:
https://www.facebook.com/photo.php?fbid=575405662499112&set=a.575405625832449.1073741829.117802204926129&type=3&theater
FFA:
https://www.facebook.com/photo.php?fbid=575405665832445&set=a.575405625832449.1073741829.117802204926129&type=3&theater
* Secondly, phase 4 of the beta build should have been online sometime tonight, however, Steam decided to be difficult at that exact moment, so most likely we’ll have to wait until Monday. Sorry! :( So to tide you over until it’s officially updated, here are a few fixes and alterations written up by SlyGoat, of what’s to come. Balance changes shall wait til’ Monday!
CU1 Patch 2 Beta 4 (Just a preview of what's to come!)
Fixes:
-Projectile stickies should work again.
-Assists now properly awarded to both teams.
-Alt slash tracers for fists draw properly.
-Projectile speed should no longer be influenced by framerate.
Alterations:
-Special daze length from 1.5 seconds to 2.
-Ranged weapons no longer flinch on hit (attack is canceled instead), and can now cancel attack at any time.
-One-handed bastard swords withut a shield now 'officially' supported; 1 will toggle between one-handed and two-handed, 3 will toggle shield if equipped.
-Vanguard sprint attack can now be rebound to a key other than mouse 1 to allow you to perform normal slash attacks with a sprint attack readied.
New experimental feint changes:
-Attack grunt will play in the last 200 ms of windup - beyond this point attacks may not be feinted.
-Combos can no longer be feinted.
Stamina drain changes:
-Stamina drain from parrying an attack is now locked between 8 and 25, from 7-35.
-Stamina drain more consistently based on relative weapon weight rather than damage.
-Less cases of minimum or maximum stamina drain outside of extreme circumstances like maul vs. dagger.
Chase boost changes:
-Chase boost now only activates against an enemies with their backs turned.
-Chase boost activates from further away.
Low stamina sounds updated:
-A wheezing sound will loop when you're under 30% stamina.
-Out of stamina grunt plays when you try to perform an action you don't have enough stamina for, rather than when you swing with 0 stamina.
More to come next week!
Kimiko; Community Manager
