Input buffering has been changed up.
Click image for larger version

Name:	722e3d11b22fda0288ae998ebf0ed3b0e446c200.jpg
Views:	6438
Size:	97.8 KB
ID:	3507532

A new update for the Counterplay Games developed action-RPG-looter-slasher-brouhaha known as Godfall was just released. Among the handful of changes in this update is an update to the way the game handles input buffering.

Apparently this was a major change because they dedicated an entire blog post to talking about these changes to input buffering. A bit more on that shortly.

In addition to the changes made to input buffering, the update also fixes some issues related to hitching and stuttering. There's also over a dozen quality of life improvements including mass salvage. There is also now an FOV slider. Plus, there are some general and platform specific fixes related to multiplayer, visual effects, animations, weapon and equipment issues, and more.

Counterplayer Games and Gearbox Publishing are also placing the game on sale for the holidays. You can save 15% on the PC version through the Epic Games Store (affiliate link). The PlayStation 5 version of the game is between 20% and 25% off depending on which version you get.

The full list of changes can be found here. For now, here's a bit more about how input buffering is being handled now.

Going forward, our guideline for input buffering is:
  • Input buffering is activated as the action of the animation starts, until the animation finishes.
We want the timing of button presses to still be part of the challenge of combat, which is why during the anticipation of actions, input buffering is inactive.

We’ve gone through the player animations and ensured this ruleset is being followed. For hit reactions, knockdowns, and enemy grabs we’ve added input buffering to their recovery windows.

The main exception to this rule are the timing attacks which can be unlocked in the skill grid. Timing attacks are meant to reward skillful play by having to wait for a timing window after an attack (indicated by the timing attack VFX flourishing on the weapon) and pressing the attack button during that specific window. Thus by design, you cannot buffer input into a timing attack (but you can input buffer during a timing attack).

In addition to this, we’ve also fixed a bug that prevented input buffering from working with held button inputs. This is why when holding block as you’re finishing an attack, it would not go into blocking afterward.

Finally, we’ve identified a number of actions that were not supporting input buffering properly. This is the current list of actions supporting input buffering:
  • Light Attacks for all weapons
  • Heavy Attacks for all weapons
  • Weapon Techniques for all weapons
  • Block
  • Parry
  • Weapon Swap
  • Polarity Attacks
  • Lifestone
  • Dodge
  • Quick Turn
  • Banner
  • Siphon
  • Sundering Slam
  • Shield Uppercut Timing attack
  • Shield Counterstrike
  • Shield Throw
  • Shield Bash
  • Spinning Blast
  • Shield Prime Reload
  • Charged Shield Throw
  • Arcing Shield Throw
  • Explosive Wave
  • Spectral Blow
  • Petrifying Slam
  • Primed Petrifying Slam