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    Vesros

    @Vesros

    Developer

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    Posts made by Vesros

    • RE: Tinker - Obelisk

      Yeah this makes sense, it just sits around awkwardly and it’s hard to know if she can still activate it or not.

      Will implement this soon.

      posted in Feedback and Comments
      Vesros
    • RE: Critical feedback on jumping changes since the last alpha...

      You are absolutely correct, this will make its way back in for the update next week.

      I’ll see about the jump cooldown as well, it might make sense with something we have already.

      posted in Feedback and Comments
      Vesros
    • RE: Feedback regarding voice command layout.

      alt text

      posted in Feedback and Comments
      Vesros
    • RE: Spectators never getting a timeout is a big problem for the game.

      Definitely need to do something about it, will see what makes the most sense for the next build.

      posted in Feedback and Comments
      Vesros
    • RE: Controller question.

      Thanks for letting us know, will get it fixed.

      posted in Feedback and Comments
      Vesros
    • Public Testing Build #6 - Release Notes

      Public Testing Build #6 - Release Notes

      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

      • Movement & speed changes
      • Entropist enabled
      • Weapon selection enabled
      • Major update to movement synchronization
        • Overall the movement should be smoother and hold up much better with higher ping
      • New frontend UI [WIP]
      • Options menu overhaul
      • Matchmaking
        • New matchmaking flow to get you in & out of games

      General

      • 3rd person is now capped at 105 FOV
      • Chat is now visible during the post game screen
      • Ability unlocks now show progress towards the next ability
      • You can now right click player names in the scoreboard and use:
        • Add friend
        • View profile
        • Votekick
        • Mute
      • Reduced Damage indication from team damage
      • Whirlwind as first ability from boulder
        • Animation polish with a focus on movement and melee
      • Overhauled interrupt animations

      Gameplay

      • Abilities that slow your fall on activation no longer do so if you look down while activating them (dervish, whirlwind etc)

      • Comboing between abilities and between abilities and melee is now smoother

      • Increased melee knockbacks

      • Reduced ability feint window

      • Added stamina cost to worldhits

      • While on the carpet or levitating you can now use melee and parries without stopping the ability

      • Removed fall damage

      • Alchemancer

        • Brought levitate back to Alchemancer, added alt behavior if activated while looking down
        • Piercing shot now pierces through parries (continuous through without dealing damage)
          rockets no longer bounce off of teammates
      • Vypress

        • Increased phase cooldown
        • Extended dash attacks hit box further down to avoid awkward hits/collision with the bottom of the character cylinder
          increased cooldown on dash attack, pounce and teleport
      • Tinker

        • Proximity mines now check for visibility before setting off nearby mines
        • Backflip now does a small amount of damage
        • Stasis
        • Target no longer regens while immobilized
      • Taurant

        • Adjusted boulders speed, weight and bounciness
        • Added air dash and hover functionality while casting whirlwind
          explosive punch can now punch projecetiles back
      • Vigilist

        • Iron Dome
        • Now interrupt major move abilities on activation
        • Reduced lifespan from 30 to 25s
        • Allied domes can no longer stack
      • Entropist

        • If you look down carpet will use a seperate movement sequence sending you straight up

      Gamemodes

      • Reduced respawn times in SYM modes from 15 to 12 seconds
      • Reduced respawn times in TDM modes from 10 to 5 seconds
      • Increased ticket victory values in TDM and SYM modes from 100 to 125

      Bug Fixes

      • Fixed various combo/riposte times that were too quick, shadow kick, ward strike etc
      • Fixed Parry into parry not working
      • Explosive punch fix for causing leapslam deaths
      • Fixed proxy mine sticking on pushable
      • Fixed projectile deflection Fx not playing
      • Fixed movement stop when moving backwards and using melee
      • Many animation bug fixes and polish tweaks

      Known issues

      • 1st time loading after installation/update may require you to force the game to close and try again
      • Possible crash after Match Making into map
      • Refresh button in server browser will be covered by chat window, if enough chat is present
      • Ability selection changes will only take effect if the player updates them in the loadout volume
      • Players may recieve little to no XP post match
      • Players may see other players “sliding” on screen, animations will reset once the “sliding” player performs an action, attack, ability, parry etc.
      • VOIP is sometimes “always on” for some players
      • If an Alchemancer parries another Alchemancer’s Piercing Shot ability, they will lose all stamina on a successful parry
      • Audio occluded around demi-glyph points
      • If a player uses Boulder and dies after using it, the gore mesh will play the explosion vfx
      • Animated background may not appear post game and in character select
      • After using Alchemancer levitate ability, the vfx will persist
      • After using Vypress Overhead Blade Whip ability, the vfx will show on client when in 3rd person
      • Alchemancer default weapon loadout set to B (Firesword)
      posted in Announcements & News
      Vesros
    • Public Testing Build #5 - Release Notes

      Public Testing Build #5 - Release Notes

      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


      QuickMatch has been disabled for the remainder of this alpha round


      Major changes

      • Matchmaking
      • We’ll be testing the matchmaking system this alpha
      • There’s a lot more to come with this system but try to use it and let us know if any problems occur
      • Major performance improvements
        • specifically for the server which improves reliability and allows the higher playercount servers to run much smoother
      • Ability unlocks and account ranks now work [WIP UI]
      • Entropist is disabled
      • weapon selection disabled
      • Updated weapon reach and all melee animations

      General

      • Updated all gamemode UI
      • Added new post game ui & flow [WIP]
      • Added submission battle cry animations and VO
      • Added weapon randomization [test feature]
      • Controllers are functional [WIP]
      • Added game mode specific effects
      • Fixed up and improved the death camera
      • Fixed queueing issue that was causing failed inputs in stagger
      • Grapplehook and a few other abilities no longer give a free follow up hit
      • Improved animation blends between various movement & combat states

      Gameplay

      • Fairly big adjustments to movement speed and mobility
      • Changes to knockbacks & lunges included
      • You can no longer feint or combo when low on stamina
      • Raised fall damage threshold
      • Stamina adjustments
      • Parry box made slightly more forgiving
      • Melee
        • Adjusted how quickly the turn limit fades in, lower overall
        • Adjustments have been made to to all timings involving melee and parries
      • Alchemancer
        • Main attack
          • No longer uses ammo
          • Increased speed and range
        • Improved movement coming out of teleport
      • Vypress
        • Adjust slidekick timings
        • Reduced blade whips cast time
          • Increased overhead projectile speed and range
        • Improved movement coming out of Phase and Pounce
      • Tinker
        • Proxy mine now deals 5 damage if the projectile hits an enemy
        • Increased grapplehook range
        • Improved kickflips escape/mobility capabilities
      • Taurant
        • Improved explosive punch targeting and movement
      • Vigilist
        • Increased ward strike range
        • Explosive Leap renamed to Heroic Leap
        • Improved heroic leaps movement

      Bug fixes & Tweaks

      • Fixed ragdolls many ragdoll bugs causing unexpected movement
      • Fixed CancelAttack acting as CancelIntoParry
      • Server and client crashes from the previous Alpha test
      • Numerous other bug fixes with game modes, gameplay and level art.

      Known issues

      • Players can sometimes become unable to move after being hit in combat
      • Quickmatch will sometimes fail to find a match or display an error message
      • Quickmatch will sometimes cause a game crash
      • End of match screen will sometimes count up from level 0
      • Sometimes players will fail to vault
      • Collision on spawn walls can block players
      • In high latency conditions, jumping can fail or become jittery
      • If disconnected from a server, it may take a long period of time for clients to time out
      • Hair, helmets, and body parts will sometimes stretch when cut off
      • Sometimes players will load into a match and be unable to spawn
      • Death camera will fail to move smoothly if moving the camera quickly
      • Unable to remap some inputs on controllers
      • Some VO commands play the incorrect command or may not play
      • It can sometimes take a long time to load to the Main Menu
      • Possible rendering crash when playing on Courtyard maps
      posted in Announcements & News
      Vesros
    • Public Testing Build #4 - Release Notes

      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)
      posted in Announcements & News
      Vesros