Public Testing Build #4 - Release Notes


  • Developer

    Mirage Tutorial section added to our forum

    Mirage Welcome Post

    As always there is a lot of updates not represented here and there’s a lot more new stuff you’ll see in the game

    Major changes

    • New Tinker ability: Stasis
      • Suspend a target (or yourself) in the air for 5 seconds. The target is also invulnerable for the duration.
    • Reworked VO menu and switched the keys to their proper place
    • Entropist enabled again
    • Performance improvements
    • Fixed major issue causing inaccurate melee tracer results

    General

    • Updated experience table, you can now go above rank 10
    • Ability descriptions (F1) can now be viewed while dead

    Movement & Animation

    • Combat jumps
      • Slightly reduced side/back jump range
    • Increased base movement speed
    • increased sprint strafe influence
    • increased base strafe and back speed

    Gameplay

    • Updated all melee animations and timings
    • Reduced play essence recharge power
    • Lowered melee turn limits
    • Lowered all ability cooldowns
    • Increased parry recovery and decreased parry success duration

    Alchemancer

    • Selecting the elemental sword for the alchemancer now gives +40 stamina
    • Alchemancer parry deflects now use the same rules as a standard parry rather then the forcepush ruleset

    Taurant

    • Increased knockback on parrying explosive punch
    • Increased Shove damage and knockback

    Vypress

    • Pounce can now be deflected
    • Slidekick no longer puts the vypress into a blocked state when parried

    Tinker

    • New ability: Stasis
      • Suspend a target (or yourself) in the air for 5 seconds. The target is also invulnerable for the duration.
    • Kickflip
      • Removed damage/interrupt
      • Faster cast
      • More aircontrol
    • Decreased Stasis and Grapplehook cast time

    Vigilist

    • Ward Strike and Surge now allow you to float while casting them

    Levels

    CP_Bridge

    • Both teams fight to capture the Glyphs as they appear around the map.
    • First team to deplete the enemy team “essence” from 100 to 0 wins the match.
    • Capturing a Glyph (primary objective) depletes 10 enemy essence points.
    • Capturing a Demiglyph (secondary objective) depletes 5 enemy essence points.
    • Each player death costs their team 1 essence point.

    CTF_Mirrors

    • Both teams fight to capture the Jinn Lamp from the centre of the map and deliver the Jinn to the enemy team’s Vault.
    • First team to deplete the enemy team “essence” from 100 to 0 wins the match.
    • Delivering the Jinn to the enemy Vault (primary objective) depletes 10 enemy essence points.
    • Capturing a Demiglyph (secondary objective) depletes 5 enemy essence points.
    • Each player death costs their team 1 essence point.
    • A number of portals on the map provide shortcuts and opportunities for flanking - although the “possessed” player (currently carrying the Jinn) can not use them.

    CTF_Drydock

    • A variant of Jinn Delivery mode with two lamps spawning at the same time, each exclusive to one team - the players needs to collect their Lamp and deliver the Jinn to the enemy Vault while defending their own Vault at the same time.
    • First team to deplete the enemy team “essence” from 100 to 0 wins the match.
    • Delivering the Jinn to the enemy Vault (primary objective) depletes 10 enemy essence points.
    • Each player death costs their team 1 essence point.

    TO_Ravine

    • Stage 1 - Bashran (purple team) needs to capture 4 Glyphs to disable the barrier protecting the entrance to the Azar catacombs. Azar (orange team) must defend the Glyphs.
    • Stage 2 - Bashran (purple team) needs to pick the Jinn Lamps and deliver the Jinn to the Azar Vaults. Azar (orange team) must protect their Vaults.
    • Azar (orange team) lose the stage when Bashran accomplishes their objective.
    • Bashran (purple team) lose the stage if they’re out of essence, each death of Bashran player costs them 1 essence point.

    Bug fixes

    • Fixed surge destroying itself on proxy mine hits
    • Ability cooldown timer now counts down properly instead of having a 0 for a second at the end
    • Fixed piercing shot not aligning itself to its velocity
    • Fixed explosive punch dealing damage through parries
    • Fixed parries sometimes not putting you into the blocked combat state
    • Fixed CancelAttack binding acting as CancelIntoParry binding if bound to RMB
    • Death no longer count in warmup
    • Fixed various keybinding issues
    • Mouse sensitivity slider is now more accurate
    • Fixed delays on going into crouch in 1p (1 issue still remains)

    Known issues

    • AMD driver crashes still ocurring
    • Sometimes may not be able to jump
    • Sometimes movement animations will not be shown to other players
    • CTF - Jinn arms may not always appear when you have picked up the flag (Vessel)