In this update3
Full notes
Full Eruption 爆发 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Balance
- Performance
- Server
- UI and audio
Eruption 爆发 changes
Intro:
This version focuses on introducing a local two-player competitive mode, while also addressing and optimizing multiple performance and functional issues.
Updates:
Doppio
Added a local multiplayer competitive mode, Doppio Double Fight, in free mode.
Use saved characters from free mode, default to the same character, and 2P can select other characters by entering the serial number.
Player characters reset (re-equip initial weapons) and swap initial locations every 100s or after one player falls.
Use a fixed orientation camera, aiming mode is not available.
Characters will be marked with colors and characters at the top, indicating approximate health.
Locking logic has been specifically optimized.
Different operation modes such as keyboard + mouse (2P), keyboard + gamepad, gamepad + gamepad are available.
When the 2P uses the No.1 gamepad option is checked in settings, one gamepad can be used for local two-player play.
2P keyboard controls are as follows:
Right Shift: Lock
Right Ctrl: Dodge
Arrow Keys: Movement
Numpad 0: Sprint
Numpad 1: Attack
Numpad 2: Kick
Numpad 3: Heavy Attack
Numpad 4: Interact/Pick up
Numpad 5: Skill
Numpad 7: Previous Weapon
Numpad 8: Next Weapon
Numpad 9: Info Panel
Currently, the 2P gamepad control settings are synchronized with 1P.
Critical Fixes and Optimizations:
Fixed numerous memory issues, further improving program stability and performance.
Fixed the issue of character movement stutter during locking or other low frame rate conditions.
Optimized character control and turning movement, now more flexible and accurate.
Fixed synchronization of direction correction during aiming and locking in multiplayer mode.
Optimized the animation and position synchronization effects of characters in multiplayer mode, making it smoother.
Optimized visual effects for kicking and battle roar.
Fixed multiple issues that could cause connection failures in multiplayer mode.
Fixed the issue where polluted sound effects would not stop after a character was defeated.
Fixed the issue where character shadows would not display in the quality mode in the cinema scene.
Fixed foot misalignment issues in some heavy attack animations.
Conclusion:
The current local two-player competitive mode is just an appetizer, with more scenarios and gameplay to be introduced based on it in the future. Stay tuned! Merry Christmas!
2025.1.7 Emergency Fixes
Fixed the issue with character indicators in two-player mode in Endless Nightmare.
Fixed the crash caused by UE Templar when leaving slippery surfaces.
Optimized the turning, walking, and other animation effects of UE Templar, adding posture tilting during movement.
Added screen shake effects to some actions of certain weapons.
Fixed an issue with the hand during the normal attack of dual-handed swings.
Fixed the damage bonus of the corrosion abnormal effect on UE.
P.S ASL Script state("Eruption") { int LevelSelected : "GameAssembly.dll", 0x01F2F560, 0xB8, 0x0, 0x140; int GreenHP : "UnityPlayer.dll", 0x01BC38D8, 0x258, 0x10, 0x100, 0x28, 0x21C; int CCBossHP :"GameAssembly.dll", 0x01F18BE0 , 0xB8, 0x0, 0x38, 0x10, 0x20, 0x21C; int UEBossHP :"GameAssembly.dll", 0x01F072D0, 0xB8, 0x0, 0x248, 0x0; int PlayerHP :"GameAssembly.dll", 0x01F04FA8, 0xB8, 0x0, 0x48, 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
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