In this update6
Full notes
Full Eruption 爆发 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Gameplay
- Balance
- UI and audio
- Performance
Eruption 爆发 changes
Intro:
This update mainly introduces the "Danger Zones," where lingering will accumulate ailment effects. Additionally, the "Sacrifice" skill, new weapons, item drop sound effects, and numerous fixes and optimizations have been added.
Updates:
Danger Zones
Danger Zones will consistently accumulate corresponding ailment values for players or NPCs within them, with a fixed cycle of 0.5 seconds.
For example, areas with electric shock risks accumulate at a rate of 20/s (10 per cycle), and burning areas at 10/s (5 per cycle).
The accumulation in these areas is independent of the character's triggered state, meaning it will continue during combustion, freeze, shock, erosion, bleeding, and pollution durations.
There are electrified areas on the first and third floors of the cinema.
The scorching ground in the square not only causes direct damage but also accumulates combustion ailment.
New Skill "Sacrifice"
The Sacrifice skill replaces the original skill War Cry for legendary weapons (Vertue, Roi, Tianya, and Luori).
Sacrifice has a slightly shorter total duration compared to War Cry (2s -> 1.667s) and triggers slightly later.
Sacrifice does not grant weapons a one-time knockdown attack enhancement but only triggers their hidden elemental attributes or special abilities.
Sacrifice will also accumulate 50 points of bleeding ailment for the user upon activation, which can directly trigger bleeding.
New Weapon "Caution Board"
The Caution Board is a handle-type weapon that deals blunt damage.
It has no battle skills.
There are electrified areas in the museum where one can be found.
Various Important Fixes and Optimizations
Added sound effects for objects hitting the ground.
Fixed the issue where the camera position was abnormal after a retry.
Improved the sound quality of War Cry and added radial blur visual effects.
Fixed abnormal character behavior when stamina is exhausted during sprinting. Now, it will automatically stop sprinting until repressed.
Fixed consistency in transition animations when switching weapons.
Reduced the duration of freeze and erosion ailments from 10s and 30s to 5s and 20s.
Optimized the influence curve of agility attributes on skill and sitting pickup actions. Now, the first 10 points over 10 increase speed by 2% per point, the second 10 points increase by 1% per point, and thereafter by 0.5% per point.
The kicking action now only generates radial blur effects when successfully completing a "counter" (kicking while the enemy is preparing to attack).
Fixed the boss Soul's behaviors.
Added patrol behavior to the UE Sharkman Boss and significantly reduced its hearing.
UE enemies now only harm players, ignoring other NPCs.
Significantly optimized the performance of the theater and square, with notable effects on budget-specs.
Significantly optimized the efficiency of various post-processing effects.
Significantly optimized Vertue’s cockatrice lightning performance, reducing stutter.
Chromatic aberration effects can now be turned off in the settings.
Fixed display issues with the pollution effect swarm.
Optimized the pollution message prompt pattern. Now, it only prompts once upon entering the state and does not prompt again upon reaccumulating.
Optimized the length of War Cry and water stains messages.
Fixed the Piscen character's slow throwing action.
Re-enabled character rendering for floor reflections on the first floor of the cinema.
Optimized NPC behavior, reducing the frequency of using dodge.
Optimized NPC walking animation during pacing.
Optimized the UE-type NPC walking and running transitions.
Fixed shadow issues on the museum curtains.
Fixed issues where small weapon objects disappear after landing.
Fixed issues where ”wallflower” NPCs done the first attack to the neutral NPCs, resulting in neutral NPCs being unable to act.
Optimized FPS statistics method, now more accurately capturing frame drops or v-sync enabled drops.
Optimized the effect of the Templar’s reflective probe on the cinema scene.
Conclusion:
The next version will see significant upgrades in combat experience, so stay tuned!
ASL version 0.8.29
state("Eruption") { int LevelSelected : "GameAssembly.dll", 0x01EC7F50, 0xB8, 0x0, 0x130; int GreenHP : "UnityPlayer.dll", 0x01BC38D8, 0x258, 0x10, 0x100, 0x28, 0x21C; int CCBossHP :"GameAssembly.dll", 0x01EB19B8, 0xB8, 0x0, 0x38, 0x10, 0x20, 0x21C; int UEBossHP :"GameAssembly.dll", 0x01E9FD98, 0xB8, 0x0, 0x230, 0x0; int PlayerHP :"GameAssembly.dll", 0x01EDE6B0, 0xB8, 0x20, 0xE8, 0x21C; }
split { bool shark2 = current.UEBossHP <= 0 && old.UEBossHP > 0 && current.LevelSelected == 14; bool t2 = current.UEBossHP <= 0 && old.UEBossHP > 0 && current.LevelSelected == 18; bool CCBoss = current.CCBossHP <= 0 && old.CCBossHP > 0; return (CCBoss || shark2 || t2) && current.PlayerHP > 0; }
start { return current.LevelSelected == 0 && current.GreenHP == 1000; }
Source
Changelog.gg summarizes and formats this update. How we read updates.
