(charge dash cancelled into a jump)
Charge Dash
We've added a charged version of dash. You can perform this by charging to Tier 2 and holding Roll to dash. During the dash cooldown you take 50% extra damage and can't block stars.
- charge to Tier 2 and roll to execute a charged dash
- gave dash a 0.4 locktime so players can use it to cancel into attacks
- players take 50% more damage during the charge dash cooldown (2.5s) and can't autoblock throwing weapons
- charge dash also triggers roll cooldown so rolls (and therefore wallruns) cannot follow charge dash
Parries
Tracers now extend for 0.35 seconds past the designed period that can be used for parrying.
- 0.35s tracer extension
- parries now maintain momentum of the attack
- reduced overall knockback for parries
- increased recovery time from equal tier parries from 0.5 to 0.6
- increased max allowed tracers from 12 to 20 vertices
Phalanx
- upped the speed of Phalanx heavy Tier 1 slightly, Tier 2 a bit more, and Tier 3
- lock times changed from Tier1 from 1.35 to 1.0, Tier 2 1.2 to 0.9, Tier 3 1.9 to 1.6
- slight animation fixes for Phalanx heavy t3 and re-recorded tracers
Pure
- making Pure F2T1 move further and stab further (roughly 1 square more range total) to match Fast 3 Tier 1
- swapping Pure F3T1 with F3T2, including lock times, knockback, but not damage
- the new F3T2 now does 20 damage instead of 19
- sped up Pure heavy left Tier 1 by moving its attack earlier in the animation
- Pure heavy left damage Tier 1 is now 20, Tier 2 24, Tier 3 28 (used to be 34, 36, 38 respectively)
- reduced Pure's balanced Tier 1 tracer amount (from ending at 0.8 to 0.7)
Scimitar
Overhauled scimitar damage output and special ability
- Stance Cancel now replaces side cancelling, you can switch stances and attack to cancel the current attack
- The rules for Stance cancel are identical to side cancelling (can't cancel the last attack in a string, cancel timing is the same per stance as side cancelling)
- changed forward multihit scale to 1.0 (now same damage per multihit)
- increased forward multihit-rate from 0.2 to 0.12 (more multihits, same as Jian)
- changed damage from 20% global to 50% for forward and 40% for side
Rapier
Changed Rapier's forward attacks to multihit which causes them to combo and work better with balanced stance.
- forward attack multihits rate now same as scimitar side attacks
- forward attack multihit scales at -60% per attack
- forward attack damage is now at 50% (and still modified by attack angle)
- increased heavy damage from 60% to 70%
- gave Rapier min tier damage, 4 for Tier 1, 6 for Tier 2, 8 for Tier 3
- slightly increased movespeed for Rapier Guard
Katana
- +30% faster recovery for side attack parries
- Katana no longer has its fast attack debuff (80%) and now hit at full damage with fast
Jian
- making Jian recovery bonus on hit activate vs block
Blocking (Longsword and Scimitar)
- added post-attack block cooldown (0.15s)
Recovery Attack
- sped up recovery attack by 3 frames
General
- Allow changing loadout during duel warmup
- Added scrollbars to scoreboard
Fixes
- updated libcurl and openssl to latest version
- fixed prediction errors after attacking
- added a workaround for a particles related shutdown crash
- fixed russian parsing in fonts to always be set to true
- changed rendered tracer fade out to scale the geometry instead of
- shifting uvs past 1.0 because basically all workshop tracer textures do not
- clamp uvs and therefore look terrible while fading out
- improved networking performance of various stance type vars
- fixed a stability issue with keyvalue scripts
- hidden training games in server browser
- fixed 2v2 spawn on District RoofTop
- fixed 2v2 spawns for duel_monastery so that they aren't floating over the ground. 4 spawns fixed in the Courtyard, and 1 in the Antechamber
- fixed parsing multiple urls in richtext control
- fixed sword anims not playing
- fixed a potential workshop item update issue for subscribers
Misc
- Stacatto Black now uses animations for deployment and retracting.
Community Map
- added player clip to elevator to stop players accessing no-drawn area.
- added camera clip to elevator to also stop camera getting jammed up there.
- added wallrun clip to shutters on ground floor main mall area
- removed floating glass from art gallery.
- removed door and retina scan models found inside wall brushes.
- Reduced light_spot brightness in circular welcome room to 100 from 150
- Reduced rope thickness of ropes in elevator to 0.5 from 1
- Reduced rope thickness of monitor ropes from to 1 from 2
- removed traffic cone prop (wasn't rendering) from shop window.
- added go-board plus cushions to shop window.
- Some other minor bits and pieces.
Modding
- Character models and animation scripts released on github: https://github.com/punyhumangames/bscharacters
- Map source files released on github: https://github.com/punyhumangames/bsmaps
- Game balance scripts released on github: https://github.com/punyhumangames/bsbalance
- You can now make pull requests for game balance and we will check them out. If they're good, we'll add them to the Nightly build
- Adding spine4 to mask bones