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Jumping that matters

Added

  • Hop fences and climb onto things. A jump now clears fences and low walls up to about 1 m, and you can land on and stand on crates, barrels, carts, benches and stumps. Jump into a taller ledge, like a stack of crates, and you climb up onto it with a short mantle (up to about chest height). Farm fences and market clutter are shortcuts now (heavy creatures have to go round).
  • Leap narrow streams. A sprint jump carries you across a narrow channel of deep water. A jump that would drop you in deep water does not carry you over it, so you never end up stuck in a river.
  • Plunge attack. Swing a melee weapon (or your fists) in the air and you drive down and strike as you land: more damage than your opening hit, in a wide arc. You need a moment to recover after landing. Bows, crossbows and staves shoot normally in the air, with the same aim.
  • Jumpable telegraphs ripple. Attacks that travel along the ground show pale ripples running across their telegraph. Jump them: slams, stomps, shockwave rings and low sweeps miss you if you are in the air when they land.

Changed

  • Jumping is snappier. A little higher (about 1.45 m), a shorter hang time, faster fall, firmer air steering while you hold a direction, and a sprint jump carries a bit more speed. Letting go of the keys in mid-air now drifts instead of braking.
  • Only ground attacks can be jumped. Bites, stabs, slashes, charges and pounces now hit you in the air (they used to miss). In return, shockwave rings (like the giant crab's Tide Stomp or the golem's Seismic Pulse), which you could only roll through before, can now be jumped. Magic, missiles, spells aimed at your spot and boss mechanics still cannot.
  • Jumping costs a little more. 12 stamina (was 8) and a short cooldown (0.9 s from take-off), so you cannot hop over every attack or bunny-hop around a fight. A jump gives no invulnerability: you are only safe from what passes under your feet.

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