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Stances by weapon type

Animations follow the weapon type, not the slot, plus projectile and first-person fixes.

Stances by weapon type

Weapon type, not slot

The Advanced slot can hold a bow, a crossbow, a staff, a wand or a thrown weapon, and each needs a different stance. Animations are now picked by weapon type (melee, bow, crossbow, staff, wand, thrown and so on), matching the original’s own numbering. About 160 more clips were converted to fill in every type for every character, and a tool rebuilds each character’s animation setup from the weapon type definitions. It also lists any animation that still needs converting.

Projectiles and first person

  • Projectile starting points were tuned per weapon in third person.
  • Several first-person weapon models were fixed. The spell weapons, for example, share one model with different skins.
  • The attack pose now snaps on instantly, so the idle pose no longer shows for a moment after a projectile has already left.

Debugging

New debug keys pause the game the moment your projectile appears, so the character, weapon and projectile can be inspected in place.

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