[p]This update reworks mechanics related to one-handing rifles. One handing was previous a very powerful but inaccessible strategy. These changes intend to lower the power to create space for improving the accessibility of the playstyle. The pool of rifles capable of being one-handed has been greatly expanded as a result.[/p][p]One-handing rifles now reduces accuracy, requires a brief raising animation before firing and applies a slow while raised to better distinguish them from pistols. Future updates will expand the limited pool of high strength armatures capable of one handing rifles.[/p][p]A batch of desync fixes is also included in this update thanks to reports and log files provided by the community. If you are experience desync, please let me know and share your log files on the Discord if possible. Due to the nature of desync, finding and fixing causes requires the comparison of multiple players' logs from the session.[/p][p]
2.21.0[/p][h3]Major Features[/h3]
- [p]Enabled the ability to hold the BX03 Bounty Hunter, BX02 Quarrymaker, HC02 Gravepiercer, HC04 Sabertooth, HC06 Sabertooth, HC05 Bad Neighbor, MN01 Fisherman, MN02 Fisherman, MN03 Fisherman, MN04 Trawler and SG02 Widow in one hand with a strong enough armature.[/p]
- [p]Added an accuracy penalty to wielding two-handed ranged weapons in one hand. The penalty makes most rifles slightly less accurate than a pistol.[/p]
- [p]Reworked firing animations for two-handed weapons held in one hand. These weapons are now lowered and only raised while firing. Firing also applies a 15-30% movement speed reduction similar to firing back weaponry.[/p]
[h3]Minor Features[/h3]
- [p]Added keymapping for controller input. Displayed glyphs do not yet update to reflect rebound controls.[/p]
- [p]Unbound the ping button on the controller to avoid conflict with a commonly used control group. The binding can be manually reassigned in the settings.[/p]
[h3]Fixes[/h3]
- [p]Fixed multiplayer desync that could occur if the inventory was sorted and a change was made before the sort executed due to network latency.[/p]
- [p]Fixed multiplayer desync that could occur if the extra hidden slots of a depot were added due to an over capacity item transfer and then the inventory was sorted.[/p]
- [p]Fixed a potential cause of desync that could rarely occur between players using hardware with different CPU architectures. [/p]
- [p]Fixed lock on weapons breaking if the testing grounds are exited while the target dummy is locked onto.[/p]