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Spellbreak xbox
Spellbreak xbox















Added "coyote time" allowing you to jump a few frames after walking off a ledge.Characters can now jump off unwalkable slopes, but only once until they land on a walkable surface again.This allows you to start moving quicker in midair.The slower initial ramp-up speed reflects the addition of Dodge to quickly change position. This has been replaced/simplified with a single acceleration value.

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The previously "dual-gear" acceleration let players start moving quickly, but ramp up from walk speed to full sprint relatively slowly.Adjusted movement acceleration: you start moving a bit slower, but reach full speed a bit faster.Removed forward speed momentum braking when firing spells.This was weirdly inconsistent between the two modes, so enjoy the faster base speed in BR!.Forward movement speed has been increased by +3 in BR (was already +3 in Dominion).It was previously too easy to traverse too far across the map when respawning and keep control of multiple zones.Lateral speed when dropping in Dominion reduced by 33%.This is part of the above changes to levitation and decreasing the amount of verticality.(For reference, Chapter 1 gravity was 1920.) Increased gravity to 1560 m/s/s, from 1400.Levitation control schemes apply to both controllers and KB/M.After a tap, the character will continue to levitate until the button is tapped again or mana runs out."Toggle" control mode also requires players to press the jump button while in midair to start levitation.Players can continue to hold to levitate until mana runs out to levitate longer.This will levitate for 0.66s if the button is tapped.

spellbreak xbox

"Tap" control mode requires players to press the jump button while in midair to start levitation."Hold" control mode controls the same as levitation in 3.0.

spellbreak xbox

Previously these were only available for players using controllers. We've added 3 different levitation control schemes to choose from, located in gameplay settings.

  • This makes levitation much more responsive.
  • Levitation now provides an instantaneous upward movement, no matter the starting velocity.
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  • The 1.5s mana freeze is cancelled if a character touches the ground.
  • Increased how long it takes for mana to begin regenerating after levitation to 1.5s (from 0.8s).
  • Reduced retained upward momentum when levitation ends.
  • Levitation now consumes 55% of mana per second (previously 80%).
  • Levitation now consumes a minimum amount of mana (~35%), even if the jump button is released early.
  • Maximum levitation height has been reduced by ~30%.
  • Levitation upward movement speed is now fixed and is ~40% slower than the previous maximum upward speed.
  • This makes level design and build choices more impactful. Verticality is now more dependent on your build choices, rather than a default option shared by everyone. Too often levitation had no tradeoffs to it, so we're placing a few restrictions in place but also increasing its responsiveness. With the inclusion of Dodge, we also want to limit the amount of extreme verticality in Spellbreak.
  • Finally, the dodge animation can be interrupted by levitation 0.35s after start.
  • The dodge itself can be interrupted by spell or sorcery casts or by using a rune.
  • Levitation can also be interrupted by dodge.
  • Mana recharge and spell cast animations can be interrupted by dodge.
  • Players receive a movement speed penalty for 0.5s after dodge completes.
  • There's a minimum delay of 1.5s between each dodge.
  • For 0.3s after a dodge, a player's maximum speed is reduced by 33% and their air friction is increased by 700%.
  • Dodge is always on the X/Y plane, there's no vertical dodging.
  • To make room for Dodge, the Crouch behavior has been removed.
  • On controllers, it's by pressing the right thumb stick.
  • Dodge, by default on PC, is the Control key.
  • Dodges triggered from the ground add a small vertical impulse to the character, a little “hop.”.
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    Dodges triggered from the ground propel the character slightly further than midair dodges.If there's no movement, the character will dodge forward.When Dodge is activated, the character will quickly move in the current movement direction.It's a short-range burst of speed that allows players to, well, dodge incoming attacks or as a way to quickly reposition themselves for an advantage. Players have traditionally asked for some sort of built-in skill-based movement option outside of Runes, so we're introducing a new Dodge mechanic. We've got some big changes to movement and a number of asked for features coming your way, along with a bunch of bug fixes and general improvements. Chapter 3: The Wardens Launches on July 22, 2021!















    Spellbreak xbox