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Allow me to address each one of your points here (appreciate the detail btw!):
- Whenever fencer uses castling the first time, every single time after that it lets fencer use castling on every single tempo without any meter requirement
This bug was noticed and will be addressed. The problem was the code only enables castling if you have meter and DOESN'T disable caslting if you didn't. This will be fixed next patch.
- Fencer would teleport in a different location then the tempo whenever using castling.
This I have encountered in the past but thought I fixed it. I was also certain that the new patch would prevent such occurrence from happening. I will be looking into that the next patch but until I find the exact root cause I can't assure you a promise that it will be fixed.
- What would happen is that at some undetermined point in the match all my channel moves would glitch and the projectile would go at a 45 degrees angle towards the right and down towards the ground
I am assuming you know that channel currently requires you to aim with your DI wheel. If you didn't, that's okay, it's bad design on my part. On the next patch, channel will be reworked where you will aim with a dedicated aim wheel, rather than the DI wheel
- The game treats the passa sotto move as a grab and causes the players to bounce away from each other like they were in a grab exchange
A bit unintuitive for a stance to act as grab tech (the bounce that you described), but yes, this mechanic is intentional.
- Whenever fencer uses castling, the tempo inherits the players momentum for like a frame and causes it to be slightly displaced from where the player exactly was previously.
I think what's more likely happening is that because Castling only teleports you after X amount of frames. During that brief period before swapping positions, if Fencer were to say move forward before the swap, the Tempo will inherit the new location, which results in the slight movement you described earlier.
Hope this answers all of your concerns
Once again, really appreciate the time and effort for the detailed bug report, and glad you are enjoying Fencer!
Not all modded characters explicitly have Throw, or at least anything that passes for any of the vanilla grabs. To make up for this gap in their kit, some characters have a move that, in some form or another, is expressly used to challenge Throw. You can think of these as "anti-throws" or "throw counters". Sometimes, it's a unique counter action that has its own follow-up, like Natasha's (counter with a German suplex) or Luchador's (forces the enemy into the teched throw reel while Luchador recovers faster); sometimes, it's a move that overrides Throw using some form of grab immunity, like Royalty (King)'s swat. Others still merely function as a substitute for Throw and thus results in the standard throw tech reel; you often see this when a command throw clashes with Throw and is coded to result in the tech.
In Fencer's case, he cannot Throw (by design), but instead of being completely useless in that interaction, he can use Passa Sotto as a stand-in for Throw when he wants to challenge it, resulting in the standard throw tech if it works. It's relatively unique in the workshop that a stance transition move also doubles as an explicit throw tech, hence the understandable confusion at the interaction.
I am assuming that you have deleted your old cache and unsubscribed/resubscribed from Fencer yes?
Because previously while it was a common occurrence to those who experienced it, after releasing the new patch, the reports while still present, seemed to have died down.
Until now I still don't have the exact reason as to why this happens, but because the rest of the community seems to have Footwork working, this isn't on my top priority right now.
Hopefully when the new patch releases that it works for you, but in the meantime if you haven't tried the method above, try it and let me know if it works for you or if it still crashes.
If the method above doesn't work, you can try loading into single player, test Fencer there, then hop into multiplayer and apparently it should fix the problem(?)
Again, I have no proof of this working since I can't replicate the bug on my end, but do let me know if this miraculously works. Thank you! ^-^
>Un-subscribed from Fencer
>Cleared character cache
>Verified the game files
>Re-subscribed to Fencer
>Loaded Fencer in single-player
That did it. Fencer's echoes now work properly and don't crash the game in multiplayer.