Full notes
Full DWVR update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Gameplay
- Maps
- Fixes
DWVR changes
0.18 update now Live. This update contains a few gameplay improvements, and serious improvements for the sword. This update does change the general gameplay, specially as now the sword is a lot more accurate and stronger, and enemies are now more agile (they jump and run better, they get less stuck). There is also a few miscellaneus fixes that improve the performance of the game in some specific cases where it could stutter. This update does not clear any leaderboard. Here you can see a video recorded directly from the game, showing the improved sword gameplay. https://www.youtube.com/watch?v=1Iehg7lHvNg Notes:
New collision detection for the sword, sword is now a LOT more accurate, and it can detect even if you move it at high speed.
Sword now deflects bullets back to the enemy
Sword now adds force to the hits. If you hit an skeleton well enough, he will go flying.
Fixed performance degradation when dual wielding fireballs
Fixed performance degradation when slashing enemies from up close.
Fixed performance degradation when dual shotgunning an enemy from up close.
Bullet deflection in general works better, for both the sword and the enemy shield skeletons.
Improved pathfinding for the enemies.
Increased the agility of the enemies when jumping around. Combined with the improvements on the pathfinding, enemies now get stuck much less and can jump places to reach you better. Specially noticieable on the Argendnor map.
Drones now are lighter on the performance. Will enable bigger amounts of drones in the general survival mode.
Fixed an animation bug when playing a stagger animation
Skeleton headtracking is now more accurate and works better.
Improved projectile code to avoid memory stalls.
Source
Changelog.gg summarizes and formats this update. How we read updates.
