In this update2
Full notes
Full MythForce update
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What changed
- Gameplay
- UI and audio
MythForce changes
Update 1.0.4.0 Patch Notes
The Combat Action Improvement Update
Greetings, friends! Project Director Luke here. It’s time for another big update to MythForce, and our quest to improve your gameplay experience continues. Last time we focused on cleaning up Multiplayer, ensuring that playing with friends is as reliable and lag-free as possible.
After multiplayer, the next most prevalent piece of feedback we’ve been receiving is that you feel like the game is “slow,” “clunky,” and at times unresponsive. This update focuses on addressing that issue and otherwise improving your moment-to-moment player combat experience.
In version 1.0.4.0, we intend to ensure that anything you, as a player, attempt to do executes as expected and as smoothly as possible. We’ve gone through every action that you can perform as a player—attacks, special abilities, movement, and everything in between. As we playtested each hero, we kept key questions in mind: Does this move execute quickly enough? Should I be able to cancel the tail end of one action and smoothly transition into another? Are all of the special abilities and their upgrades fun enough?
You should notice in this update that your experience of using your weapons and abilities, and traversing the world, feel a whole lot better. Aside from action hierarchy and execution timing, we also looked at our character abilities and either strengthened parts of their core identity or removed penalties on upgrades that diminished their core identity. You should no longer find any reason not to take any given ability upgrade due to an inherent drawback.
We’ve also made some quality-of-life improvements to our HUD to make Perk use more intuitive, added more character contextual barks, reworked a few of our status effects, and of course fixed a slew of bugs. There’s lots to see, so read on for the deets!
Added Content & Features
Combat Improvements
Improved animation canceling between combat actions to allow more effective chaining of actions. After the active frames of many actions, it is now possible to execute another action without waiting for the previous action to resolve. This does not include attack combos, which combo at a specific pace.
It is now possible to cancel the recovery after a shield bash or dagger slash into an attack action.
It is now possible to cancel into defensive actions out of most attack actions.
Swords
Unified the attack recovery speed and combo window on sword swings.
Sped up the transition back to idle after all sword swings.
Maces
Significantly improved the execution speed and velocity of mace power attacks.
Shields
Increased the block radius of shields from 100° to 180°. Now you can block any attack that is coming from ahead of you.
Revised the perfect block animation.
Increased the animation speed of raising a shield to its blocking position. The blocking effect remains instantaneous.
Greatswords
Revised the greatsword sprinting and sprinting attack pose.
Bows
Trimmed the bow bash animation, making it execute much more quickly.
Books
Trimmed the casting animation for lightning quick-cast so the projectile fires on less of a delay.
Trimmed the casting animation for ice quick-cast so the projectile fires on less of a delay.
Increased the effective hitbox length of player weapons by an additional 20%.
Increased the speed and movement curve of dodges.
Added a 0.2s window at the end of dodges where it is possible to perform another dodge without waiting for the dodge to return to neutral.
Reduced
Source
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