This patch has some focuses on tweaks to the new player experience and changes to the controls.
Gave click-drag mode a more clear indicator that is designed to help new players adapt to the mouse controls more easily. When you click and hold a direction selection display appears and you can see your current drag direction as an arrow that grows as you continue to drag. A direction is selected only when the arrow reaches a certain size that is determined by your click-drag sensitivity. This gives you the ability to observe and correct your direction input at the cost of being a bit slower. Playing with sensitivity 1 is exactly as it was before, while playing with a low sensitivity means that you can very easily verify that your drag is in the direction you intended prior to executing your block/attack. The goal of the system is that the game will be less frustrating due to input errors when you are new while also giving more clear visual feedback on your mouse movements. As players improve I imagine they will increase the sensitivity towards 1. I can fight almost as well as normal at 0.5 sensitivity and as well as normal at 0.8
You can no longer combo off of your opponents block. The time after which you can't act is very short so that you can react to an immediate riposte and is ping normalized. Because of this you can still attack again quite quickly, but you don't get the combo bonus for doing so and the lockout is still enough to slow you down a good bit so if you try and immediately attack again its harder to combo block off it and if you fail to do so and trade into a riposte you are likely taking ~10x the damage you deal (full charge attack vs light attack + riposte damage reduction).
*The buffering system changed so that your direction input is captured at the time that you try to buffer the action rather than as soon as you are able to block or attack. Buffering a second action overwrites the buffer. Your buffered action immediately executes as soon as it can. So for example you swing and miss, and while recovering try and attack up and then change your mind and block upleft and then turn your head to look right, all before the swing recovery ends. At the instant it ends if you are still holding RMB down you will be blocking upLeft.
A myriad of very minor tweaks and changes to some of the single player content, I still have another round of polish to do on some of that.
Added an attack trainer to home so that you can practice kicking / feinting / comboing against a blocking opponent of varying difficulties. Be sure to hold TAB to see his information panel as he has some good tips.
Reordered the challenge of initiation and memories
Changed the drag click smoothing function, I think it should feel a bit more precise
This update has greatly improved convenience for many of the features that were highly requested and added a new enemy wolf for a diverse combat experience! Additionally, there have been improvements across many areas, including the UI.
※ Update ※
Addition of Young Bomb Wolves
For a new combat experience, we have added the Young Bomb Wolf enemy. The Young Bomb Wolf attacks in a parabolic trajectory, throwing bombs that target the y-axis range.
Interaction Key
We received feedback that the keys were quite confusing for first-time modifiers. After analyzing the problem, it was due to using X for passive combo switch, Y for interaction, A for select, and B for cancel, all based on the XOBX controller. Therefore, we have changed the keys to minimize the excessive switching between selection, interaction, and transition.
The keys for passive and combo switching have been changed. PC: Switched to Q, E (Z key can still be used) XOBX: Switched to LB, RB (X key can still be used) PS: Switched to L1, R1 (Square key can still be used) Nintendo: Switched to L, R (Y key can still be used) When selecting modification parts, you can now select modifications with the interaction key. (Selection is still possible with the previous keys) On PC, the interaction key has been unified to the <V> key instead of <Up Arrow>. The directional keys were overlapping when using the UI, so we designated a separate key for interaction. (This change may cause some confusion for existing PC players.)
Skill Modification
Players can now move even while selecting rewards during skill modification. Skill modification repurchases can now be made during the reward selection stage at the shop. If an unwanted reward appears, it was previously not possible to cancel, but now you can move on by repurchasing. Added VFX to enhance visibility.
Trains
Trains without rewards no longer need to be boarded and can be bypassed for faster and easier travel to the next map.
Option Addition
Added options to turn controller vibration on/off. Added options to turn screen shake effects on/off.
Start Menu UI
The design of the start menu has been changed. The menu language has been fully translated from English to the respective languages.
New NPC
A new NPC can be encountered at the start of combat. This NPC has a function to facilitate the start of combat.
This NPC is planned to be updated in various ways in the future.
Trap Resource Changes
The mechanism of traps has been changed.
Traps damage monsters. Only players can activate traps. The resources for traps have been changed to enhance visibility.
※ Modifications ※
[Modification] UI Text Change When Switching Controllers
[Modification] Vulnerability Damage Increase Rate Changed from 50% to 30%
[Modification] Method of Granting Vulnerability Changed from Hit Count to Time (Seconds)
Accordingly, the values of skills have also been changed. Passive → Changed to 0.2 seconds per hit Acid Beam Cannon → Changed to 5 seconds Z Rocket → Changed to 3 seconds
[Modification] Fixed an Issue Where Booster Reward Text Was Obscuring the Inventory
[Modification] Changes in Monster Appearance in Early Stages Due to New Monster Addition
[Modification] Changes to Elite Bomb Wolf's Explosion Effect and Judgment
[Modification] Changes to Dynamite of Elite Wolf's Minions
This update has made improvements on many aspects based on your feedback. Your feedback has been a great help in development. While it may take some time to apply feedback, we are always watching with interest and plan to actively accept it.
Thank you for all the opinions provided.
We still have much to improve, so feel free to give us your opinion anytime!
With the release of the upcoming major update, the Gaijin.Net store will expand its range with a very distinctive US APC, the LVT-4 amphibious vehicle!
On land and sea
The LVT-4, with its all-round bulletproof armor, is packed with machine guns! The large-caliber M2 Brownings are mounted in the two shielded front turrets, while the less powerful M1919A4s are on the sides and in the enclosed bow. A total of 5 firing points!
You can deliver this firepower to any comfortable position either on land or on water - since the LVT-4 can swim, which will come in handy in the Pacific. And on land, its maximum speed is 40 km/h.
The crew consists of six specialist soldiers of different classes with their appropriate weapons. And like all APCs, the LVT-4 also functions as a mobile rally point.
The LVT-4 squad will be available for purchase individually.
Surf's up! The sea creatures are making waves in GOP3! 🌊🐙
Embark on the Aquatic Journey! 🐠 Dive into the underwater games in the 'Under the Sea' Timewarp Event until March 3rd! 🦀 Begin your quest to earn magnificent oceanic hats from this legacy event! 🐬🎩
Fixed a bug about switching music from combat to exploration when you die.
Fixed a bug about explosive barrels not re-exploding when used a second time from the pool.
Fixed a second bug about explosive barrels not affecting damage to enemies or player when there were two barrels in a row.
Fixed a bug about combat zones and that the doors were locked when you died.
Fixed various bugs with ground collisions and flying flowers/plants.
Fixed zero division bug in "ExecuteTask" of "TPSLaserRepositioning".
Disabled some "SkeletalMeshComponents" in "EnemyBase" to turn them on and off when convenient and save ms: detected in profiling measurements.
Fixed spawn point bug for a special "Shooter" enemy in the last wave of the third level: a new spawn point has been created for that specific enemy and moved upwards.
Fixed spawn point bug for a couple of melee putty enemies in the first wave of the first level: basically, two enemies were spawned at the same spawn point, collided with each other and went up, so now one of those two spawn points has been duplicated and they are no longer spawned at the same spawn point.
Fixed collisions in the final wave area of the first level and the lift area of the last level.
Fixed foliage bugs in level 3 that disappeared when you approached them: now they don't disappear anymore.
Fixed bug where you could enter the first arena on level 3 without starting the fight.
Fixed collision bug that caused the player to fall on the last lift of level 3.
Fixed enemy bugs related to animations that caused enemies to become snotty
Fixed the stomp bug on the laser enemy when it was on a catwalk above the player so that it doesn't endlessly stomp around.
Iterated the navigation mesh in the last combat zone of the first level so that there is more non-navigable space around the railings and the laser enemy doesn't get stuck when walking.
Updated collisions on some minor elements such as railings, banners or lampposts so that the camera doesn't get blocked by them.
Massive collision iteration on all levels... but mainly on level 2 by far.
Fixed enemy spawner bugs that triggered two consecutive rounds or prevented from passing round.
Fixed music round bug when you are in combat and die: it now resets to zero.
Gaps have been plugged to prevent navigation from breaking: related to adding collisions and, in some cases, even some geometry has been added or its wrong sublevel has been changed.
Fixed bug where the wave would not deactivate on enemy spawner when you killed it in midair.
Fixed the shot charged on the spawner enemy when it dies so that the shot doesn't freeze.
Fixed an issue that caused enemy skeleton meshes to appear rotated and displaced after applying ragdoll for the first time when they reappeared in the game world.
Iterations of geometry and collisions in level 2 to fill gaps so that there is no possibility to escape the level, reposition elements in the level that touches, conversion of destructible false destructible to destructible.
Fixed the audio volume of some sound effects at the start of combat zones.