We’ve released a huge patch for Xbox that brings with it a massive amount of changes, putting the Xbox version in line with the current state of the PC version. Here’s the full list of changes we’ve done to the game:
PS: It is still our intention to add an option where players can disable the automatic wield/sheathe behavior entirely. With that option, your character won’t be able to sprint unless you’ve unwield your weapons by using the wield/sheathe button.
PPS: It is also still our intention to treat certain tools differently than weapons so they don’t get put away when you sprint.
PPPS: We are looking into ways to show which weapons you have sheathed.
The art team has overhauled the textures and graphical meshes in the game. 10 people have been working for 4+ weeks to drastically reduce the number of triangles in building pieces, foliage, destructible meshes, weapons, armor and non-humanoid creatures. Basically most 3D models in the game have been optimized.
Players probably won’t see a huge visual difference, but this will have a positive impact on performance (memory usage, framerate, streaming in assets)
Holding down the attack or block buttons during wield/dodge/knockback and other special character states will now attempt to execute the action when the special state ends. This change improves the smoothness and responsiveness of combat, especially when switching weapons, getting hit, blocking and dodging.
Some examples of what this change does:
Dodge is now allowed during wield animations.
Equipping two items at the same time (which can happen during autowield and when you press the wield/sheathe button) will prioritize the animation of the weapon in the main hand instead of the offhand (i.e. your sword instead of your shield). This will improve the visual feedback in situations where it felt like your weapon wasn’t working during the wield action because you couldn’t see it playing a wield animation (your shield was playing it instead of your sword).