It seems like the hud is just bugged, guys. According to this spreadsheet (not my work, I'm told this is from the in-game debug) lvl 2 armor is faster than lvl 3.
It is bugged
It seems like the hud is just bugged, guys. According to this spreadsheet (not my work, I'm told this is from the in-game debug) lvl 2 armor is faster than lvl 3.
It is bugged
It isn't. The armory display isn't correct.
T2 and T3 are not the same speed here is a spreadsheet.https://docs.google.com/spreadsheets/d/17Mpqx-CVTZVpWWURR8t2mVbogQosRI4Wt3iyJXve0NU/edit?usp=sharing
Edit: added mixed armor
Yeah, the armory display doesn't work correctly in this patch.
We're looking into this to hotfix.
Fixed internally, came up due to some big reworks to systems we were doing to clean things up.
Patchie bugged out a leg kick while holding ranged/thrown weapons, you cannot perform it with bow/crossbox/recurve/javelin/throwing axe/firepot/throwing knives/rocks.
It's a bug, will be hotfixed
You actually can't kick while holding throwing or ranged weapons anymore. I'm actually really sad. I hope it's a bug, you can hear your character moving faintly when you press F, but there is no animation.
It's a bug
Verifying files in Steam should do the trick
OS: Windows 10 pro 64 bit, Version: 10.0.18363 Build 18363.
Processor: Intel Core i5-6600 3.30 GHz, 4 cores.
BIOS version: American Megatrends Inc. 1006, 3/14/2018.
RAM: 8GB DDR4 2133 MHz.
GPU: Geforce GTX 950 2GB (It’s a bit old).
DirectX version: DX12.
I installed the game on a system drive SSD. I have to assume that its bottlenecked either on the GPU or RAM, as the textures load slowly when i first entered a match.
VRAM is the issue (2gb), we're working on optimizing for lower end memory cards as we've run into similar issues on consoles on certain maps (Castello is the biggest problem). Next patch should help a bit here, but it might not be enough. The patches coming after the next one we'll be including more optimizations for maps in terms of memory usage.
You might be running into memory issues here. Could you share your specs? We're working on some optimizations for Castello's high memory usage, but knowing your setup would be helpful.
"new characters", not cosmetics? does that means they're adding non-customizable set characters? Because that's what happened to the Sea of Thieves and I personally hated that
Female characters and dark skin characters refers to new faces/bodies/hairs.
Seeing as there is only concept art for the new characters I'm guessing we will see the Eastern Invasion Map(s) in about 9 months time.
Everything you see are rendered game-ready models/textures, not concept art. They are not rendered in engine however, because they haven't been implemented yet.
Do we know how it's going to work?
It's two eastern themed maps for invasion/frontline + a ton of eastern/crusader type cosmetics, etc.
I don’t wanna be the downer, the screenshots look incredible. But this road map means nothing without a timeline.
Did they give any dates?
The plan is to have everything done this year. While we could throw around estimates, we frequently underestimate the time required as things pop up. I could see Eastern Invasion coming in June, but it could very well end up in September, and ship together with the new characters/armory rework.
Hey I got a quick question, in regards of the proposed roadmap.
Where does the order start? At the engine upgrade or sdk mod tools?
SDK tools. Some things like combat improvements and audio improvements will be sprinkled throughout.
Can someone with some inside knowledge give a quick outline what the SDK will NOT allow us to do?
Asking for those who don't have the time to watch.
C++/binary code won't be allowed -- security risk. Blueprints only. Everything else is as if you're making an Unreal project yourself pretty much.
Extend, as in increase the range? I appreciate the picture, but I don't understand how the red box triggers, if at all.
Step 1 - Parries are detected (but not triggered) by the parry box (and some other checks to prevent backparries, etc) Step 2 - Parries are triggered (i.e. happen) once an attack that has been detected (see step 1) collides with a) the player hitbox or b) the extended parry box (shown in red above).
If you combine frontline and invasion can you do something about the spawn times on frontlines, its the only reason I and many others don't play it.
What about the spawn times?
Will the general combat improvements like the better miss detection launch with combat2.O or will they come before?
Sidenote: This weeks Feedback Discussion was a lot to write out so I really appreciate the effort put into keeping us in the loop ; )
Thanks a ton!
Combat improvements will be shipping before as they'll be included in the coming update.