Increased minimum targets before minimum damage on Push attack by 1.
Increased the damage of Warpick Heavy attacks (charged and uncharged) on critical hits against Super Armoured enemies.
Fixes
Fixed a crash on Steam authentication failure and implemented a feature to retry upon failure.
This should help with some connection issues.
Reverted unintended ammo buff to Griffonfoot.
Fixed a bug that caused War Pick heavies (both charged and uncharged) to deal lower damage to Armoured enemies on critical hits.
Fixed a crash when a Warrior Priest of Sigmar gets punched 10 times by a Chaos Warrior in the same game. No, really.
Fixed a bug causing the 1H Axe & Elven Axe not being able to proc “On Charged Attack Hit” talents.
Fixed a stuck spot in Skittergate, added failsafes for invincibility during the actual Skittergate section.
(Console only) Fixed an illusion inventory icon displaying as white instead of purple.
Dev note: We have seen your concerns regarding the changes to the Huntsman’s Longbow. We intend to address this in a future patch, but we need to do some testing before committing to a solution.
Quick draw on Huntsman longbow was an excellent update, and a very obvious one as well. If anything it should be made even faster instead of back to what it was before.
The ideal zoom solution would be adding Waystalker/Soulstealer style optional zoom to both Manbow and Beam Staff. As is, one of the most common use patterns on Beam Staff is a series of quickbursts to kill a special, and that results in a constant jumping in and out of zoom that’s just… why?
Seriously! Trying to set it to the ideal timing and amount of auto-zoom is a waste of time because it’s subjective. Just let us manually control it already.
That would be great. Imagine FS would make that an option for all updates. Old SotT, Engineer with real bombs every 80 seconds instead of this Umgak. Would also separate the noise from a vocal minority from what most players actually want and FS would be able to track. Good call Gabe.
Also, could you adjust the swing rate on the heavy attacks of Saltzpyre’s standalone Flail to match Flail and Shield? They’re basically the exact same weapon, exact same attacks and wielded by the same character, so having the Flail alone swing slower is kind of weird.