about 1 year ago - EHG_Kain - Direct link

Bug Fixes

  • Fixed a bug where the Soul Eater Backslot was on the wrong layer causing some decals to appear on top of it
  • Fixed a number of abilities that, in online play, when used multiple times in the same scene would stop working or start behaving differently. The most common occurrences of this issue were:
    • Blade Shield would not spawn Shurikens after first cast in a scene, if it hit an enemy
    • Flurry would generate too many arrows and Multishot procs
    • Cinder Strike’s first attack would not deal damage
  • Fixed a bug where Town Chat would be unavailable while in a town scene
  • Several bugfixes for Town reliability and connection issues
  • Fixed a bug where Frost Claw projectiles would be deleted when coming into contact with Water
  • Fixed a bug where Osprix Raiders would appear invisible in Liath’s Tower

Changes

  • Added Keybind for “Force Move”. This is unbound by default.
  • Removed Lost Caches from spawning in Arena Echoes

Bug Reporting Tool

  • Updated dropdown options to better match types of bug reports
  • Replaced “Severity” selection with a “Unable to Progress” checkbox
  • Added additional information to Bug Report Tool for contacting support when looking for assistance rather than submitting a report
about 1 year ago - EHG_Kain - Direct link

“Larger” in this case referred to more fixes in a single patch. We’re not planning any Major patches (content patches) such as 0.9.3 prior to 1.0.

about 1 year ago - EHG_Kain - Direct link

Thank you for the report! I’ve let the team know you’re still encountering it, and we’ve put it back on the board for further investigation.

about 1 year ago - EHG_Kain - Direct link

Not unreasonable questions! The reason we want to fix the flurry bug has two major factors: The first is that the flurry bug is unreliable. It doesn’t happen all the time, nor does it happen for all players. It’s not a “fair” bug. The second, is that the flurry bug has a massive performance cost. Projectiles are one of the more costly things for both server and client performance as they need to track and check collision along their path as they travel, then calculating damage when they do interact with a hitbox. For server performance, it also has to share projectile information so other clients can render the projectiles. There’s certainly performance tricks at play to minimize this, but with the shear quantity of projectiles, it still adds up to a lot.

As for “Why not a corresponding buff with the fix?”. This is because discussions need to happen regarding the skill as for why it’s behind in popularity, what the best way to go about buffing it is, getting those buffs in, testing them to see if they achieve the goal, then finally releasing them. In essence: “time”. We have to make decisions constantly regarding where our resources are spent, and when. Spending time discussing and looking into flurry and working on buffing it now means we don’t have those resources now for fixing other bugs, getting Item Factions ready, etc.

We certainly understand the feeling of a build getting nerfed after spending time building it up, and getting items for it, even if it’s because of a bug, and we do want to avoid changes which heavily impact builds mid-cycle. We also have to make a call as to when we have to. In the case of flurry, not being available to all players, not being reliable in how much effect it has, as well as greatly impacting performance on both clients and servers it falls over the line on a bug we need to get a fix out for.