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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
Just a small patch today that marks the end of our Halloween event.
Today’s update includes a Halloween event, as well as a handful of larger changes that I’d like to take a moment to talk about.
Players can now jump while attacking with light weapons
If you’ve ever been in the situation where you’ve had a sword but found yourself struggling to hit a bat in a narrow corridor, this change may make sense to you. While experienced players could deal with most of these maneuverability constraints, we’ve found that combat feels more intuitive when allowing for jumping while attacking. This change only applies to lighter weapons however, so you won’t be able to jump while swinging a heavy axe.
Increased attack range of unarmed attacks and CQC weapons
Playing Wildling could be frustrating sometimes, due to the very short attack range of fist attacks. Increasing the based attack range of fists increases the viability of fist weapons, and incentivizes Wildling trees besides Animal.
Increased base damage of bowsUsing a bow tended to not feel great, due to their low impact and high investment of drawing a string. Increasing the damage of bows increases the satisfaction of getting a fully charged hit.
Added a new lunging attack to SlimesWe’ve also changed the behavior of Slimes (again). The rules for when slimes are able to deal contact damage felt a little unintuitive, especially for newer players. We’ve simplified slime contact damage to two cases: when slimes fall on your head, and when slimes do their new lunging attack.
As always, we appreciate your feedback. If you have any suggestions, bug reports, or even complaints, please us know on our official forums. Thanks for your continued support.
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