Godfall, Counterplay Games' loot-based melee combat game, has just received a new patch that weighs in at 1.41GB.
Version 2.3.15 adds new tweaks to the game's HUD, as well as fixing bugs. Players can also salvage multiple items at once - hooray!
Read More: Godfall Review: Lacking Loot And Reasons To Invest
Godfall Update 2.3.15 Patch Notes
General – All Platforms
- Mass Salvage is now in the game!Players can now tag gear with a Salvage or Favorite mark
- Gear currently equipped on a Valorplate continue to be Locked
- Gear with a Favorite or Locked tag cannot be salvaged
- Gear with a Salvage tag will be disassembled when you choose to “Salvage All”
- Solved an issue where Amulets, Rings, Charms, and Augments’ Secondary traits were not increasing when upgraded to Rank 3.
- Solved an issue where Secondary Traits would not upgrade properly when upgrading the item to Rank 5.
- Solved various issues that could cause hitches and stuttering.
- Included reminder name text on Tower of Trial icons.
- Included a Field of View slider.
- Solved an issue with input buffering where buttons held (ex: Weapon Technique, Blocking) would not register properly.
- Increased the windows of opportunity to buffer the use of a lifestone during combat animations.
- Updated the way the game handles Input Buffering – read more from our Developer Commentary, posted as a reply at the end of the patch notes!
- Improved framerate issues when using an Archon Fury that summons Sentinels.
- Solved an issue where Archon Fury damage effects were not accurately displaying the correct values.
- Solved an issue where Lunara’s AoE Grab would cancel the player’s Archon Fury early.
- Improved Weapon Technique HUD to include a visual flourish when a bar is full.
- Increased tracking/rotation on all weapons.
- Shoutout to all the Greatsword users who were having a hard time landing hits where they aimed.
- Solved an issue that allowed enemies to parry a player’s Weapon Technique attacks.
- Solved an issue where Light and Heavy Timing Attacks were dealing incorrect (and lower) damage.
- Light and Heavy Timing Attacks were dealing the same damage as the weapon’s Light Attack
- Damage for the timing attacks now correctly scales with its corresponding attack and its +20% bonus
- Example Numbers: LA = 100, LTA = 120. HA = 150, HTA = 180
- Where previously, all (Light and Heavy) Timing Attacks dealt 100.
- Solved an issue where the game could crash when attempting to use Weapon Techniques while doing a Charged Heavy Attack.
- Updated the Rank 3 Finesse Skill to allow players to throw projectiles with every quick turn.
- Previously the Quickturn attack would only trigger when the stagger effect was off cooldown.
- Now every Quickturn will throw daggers regardless if the stagger effect is available (and apply stagger when off cooldown).
- Solved an issue where leveling up would not fill Weapon Technique or reset Shield Cooldowns.
- Solved an issue where players could get knocked down when performing a Weapon Technique
- Solved an issue where Leaping Shield Bash scaled off Might (instead of Spirit) when performed using your Secondary Weapon.
- Solved an issue where using the Longsword’s Northern Technique during a level up would make the HUD permanently disappear.
- Solved an issue where spamming attacks during a Longsword’s Southern Technique could bypass the Timing Attack window.
- Solved an issue where the Dual Blades Charged Heavy Attacks would not trigger reliably.
- Solved an issue where the final hits of the Dual Blades Charged Heavy attack would not register.
- Solved an issue where Polearm Heavy Timing Attacks would not benefit from the Timing Attack Skill’s Rank 5 damage bonus.
- Solved an issue where Polearm Heavy Timing Attacks would not trigger Soulshatter damage.
- Solved an issue where the Polearm’s Heavy Timing Attack would not consume Rampage to deal +500% damage.
- Included colored health states on a player’s name tag for multiplayer.
- This also includes a flash indicator for whenever a player is hit.
- Solved a multiplayer issue where abandoning a Dreamstone activity as a follower would create a placeholder mission in their holomap.
- Solved a multiplayer issue where voice lines could overlap for party members during cutscene transitions.
- Solved an issue in multiplayer Tower of Trials where attempting to open a locked chest with insufficient keys would prevent the player from interacting with other objects on the same floor.
- Solved an issue in multiplayer where a player could lose the use of their Interaction Button when trying to open a chest at the same time as another player
- Solved an issue in multiplayer where Solaris’ shield bar would appear full to someone who died despite whatever damage the shield sustained.
- Solved an issue in multiplayer when fighting Solaris shield bar would not update until it was fully broken or recharged.
- Solved an issue in multiplayer where button prompts would linger after completion if the player spammed the interaction key.
- Solved an issue in multiplayer where dodging Lunara’s AoE Grab would cause the player to levitate in the dodge’s direction.
- Solved an issue in multiplayer where the loot was capped at Tier 40 in certain game modes instead of scaling to the missions tier.
- Solved various multiplayer crash issues due to desyncs.
- Adjusted the animations for Kraven’s “stop” cycles.
- Adjusted the animations for Sunflare Ravager’s Takedown finisher so it doesn’t dramatically ragdoll after death.
- Adjusted the animations for the Shield so it will snap in place after blocking a heavy hit.
- Adjusted the animations to the Arcing Shield Throw to include more body/shoulder weight behind the throw.
- Adjusted the animations to the Longsword light attack combo so it feels less floaty.
- Adjusted the animations to the Vargul Warrior’s “battle cry” and “walk” cycles.
- Adjusted the animations to various Abyssian enemies suffering from stutters in their “walk” cycles.
- Removed the 250ms animation delay on equipment hover. Traits will now display immediately when the stat card is pulled up.
- Solved an animation issue where getting grabbed by Zamora while near her sides would cause the player to float (instead of being in her hand).
- Solved an animation issue where Grieves Sunsteel’s Hammer would swing wildly when he places it down to throw a fireball.
- Solved an animation issue where Grieves Sunsteel’s Lava Bucket would sway unrealistically during his Takedown animation.
- Solved an animation issue where Nyak Adepts would appear to slide instead of walk properly.
- Solved an issue in multiplayer where sometimes blocking a regular attack could lock the player in a repeating blocking animation loop.
- Solved an issue that would cause all enemies of a group to animate in sync.
- Solved an issue where immediately after placing a banner, the player is unable to animation cancel anything.
- Solved an issue where the level up animation would cancel other animations and reset the camera location.
- Improved Navmesh and spawn logic to prevent immobilized or otherwise nonresponsive enemies.
- Improved visual guidance from Spirit Vision for Free Roam activities.
- Red bonus objective beams have increased in size
- A new particle effect was included to guide players to the nearest beam
- Included a confirmation screen when attempting to exit the game.
- Included a confirmation screen when attempting to reset the Skill Grid.
- Included a press-and-hold key safety when attempting to abandon a Dreamstone.
- Included a prompt at the end of a Hunt Mission which allows players to choose between Free Roam or Return to Sanctum.
- Included some emissive VFX to help inform players about objects of importance (such as Switches).
- Increased player pickup radius responsiveness while sprinting (to avoid backtracking).
- Increased the turn radius allowed during Super Sprint before breaking. Enjoy speedrunning through the realms!
- Increased the amount of health on the Training Dummy.
- Removed player collision from NPC summons.
- Removed the “I CANNOT BE STOPPED” line from Macros’ dialogue options while he’s below 40% health to prevent ironic death quotes.
- (You will fall, and you will fail Macros!)
- Removed the press-and-hold interaction for gathering nodes so they can be collected with one button press.
- Solved an issue in Free Roam where the Timing Posts from Chest Puzzle events could spawn on multiple floors if they were located inside a building.
- Solved an issue in multiplayer where the second hit of the Polearm’s light combo would not deal damage if performed too quickly.
- Solved an issue where “Full Health” effects (like those found on the Red Dragon Tail Polearm) would not function properly.
- Solved an issue where a crash could occur when fighting Sunflare Ravager during the Shrine of the Godsmith mission.
- Solved an issue where adjacent augment bonuses were not displaying on the other augments’ stat cards.
- Solved an issue where ailment UI timers on the player (such as Burning) would continue to run while paused.
- Previously, you could pause the game to cause the debuff timer to expire despite it continuing to run for its intended duration.
- Solved an issue where Ascendant versions of mid-bosses were dropping an increased amount of health globules.
- Solved an issue where Azure Enclave would be inaccessible (through an inactive phase node) when entering Free Roam after playing a Hunt Mission in Floating Remnant.
- Solved an issue where base and upgraded items rewarded the same amount of Electrum if salvaged.
- Solved an issue where boss music would continue to play after the boss has been defeated.
- Solved an issue where bosses would not show their Takedown interaction if they were breached beforehand.
- Solved an issue where cinematics could double render character models.
- Solved an issue where clearing enemies quickly with high latency could cause objectives not to appear.
- Solved an issue where cloth weapon attachments would malfunction when re-entering a boss arena after dying.
- Solved an issue where Cursed Chests could produce a blinding light in the Water Realm.
- Solved an issue where Dreamstone versions of Solaris and Macros would not play unique combat music when engaged.
- Solved an issue where dying to Phalanxar in the Tutorial could respawn you too far, and sometimes stuck in the air.
- Solved an issue where elevator prompts could fail to appear, preventing further progression.
- Solved an issue where enemy weapons would not disintegrate properly with their owners leaving residual VFX.
- Solved an issue where Gilden Commander’s mist wall would not fill to fit the arena’s entrance.
- Solved an issue where items without a fixed element could roll Secondary Traits of a different element when Enchanted.
- Solved an issue where leveling up removed the VFX from loot on the ground.
- Solved an issue where low tiered enemies could clash break with you, disrupting the combat flow.
- Solved an issue where Lunara’s orbs are not rendered properly.
- Solved an issue where opening the Difficulty Menu would always highlight Easy Difficulty.
- It will now highlight the currently set difficulty when opening the Difficulty Menu.
- Solved an issue where placeholder geometry could be found under certain Valorplates furs.
- Solved an issue where placing a banner could be canceled midway to proc traits from items while conserving the cooldown of the banner.
- Solved an issue where player spawned projectiles (ex: from gear) would take strange flight patterns to reach their targets.
- Solved an issue where players could attack and defeat Zenun during his rescue mission.
- Solved an issue where players would jump to phase nodes they stood under instead of their targeted phase node.
- Solved an issue where players could experience a considerable hitch when first opening the door to Exalted Lunara
- Solved an issue where Polearms could be thrown to destroy targets through sealed doors, preventing further progression.
- Solved an issue where purchasing all ranks of a skill caused some max rank skills to be partially reset on the next launch of the game.
- Solved an issue where resources (other than Electrum) would not be summed up as a single item in the loot feed.
- Other resources will now show only once in your loot feed for their total amount acquired, just like Electrum.
- Solved an issue where Sunflare Orbs could sometimes spawn outside safe zones, becoming inaccessible.
- Solved an issue where Sunflare Ravager would not play its unique music when engaged in the Air Realm Gauntlet.
- Solved an issue where the “X% Health Recovery while your health is below 25%” boons were providing the same amount of recovery.
- Previously, the 65/88/112% health recovery boons all gave 75% instead of what was described.
- Solved an issue where the number of heal charges the Falcius Diarchs had would reset if they lost player aggro.
- Solved an issue where the Brightness slider could not be moved to the left completely.
- Solved an issue where the floating text “RECOVERY” would display over specific chests.
- Solved an issue where the Leaping Shield Bash would not trigger Soulshatter damage.
- Solved an issue where the player could be locked in an intangible state after performing a parry.
- Solved an issue where the player could suddenly stop as soon as they enter Super Sprint.
- Solved an issue where the Polarity Attack HUD would not update correctly after player death.
- Solved an issue where the Rampage VFX weapon trails would not behave properly.
- If a weapon was swapped, the offhand that did not trigger Rampage would not adopt the VFX weapon trails.
- If the original weapon remained sheathed after Rampage expired, it would retain the VFX permanently.
- Solved an issue where the Resistance skill node displayed an incorrect amount of Resistances granted by each Rank.
- Solved an issue where treasure chests could respawn when party members drop out of the party.
- Solved an issue where Vargul Champions may have no Takedown prompts, preventing further progression.
- Solved an issue where Zamora’s cloth physics would go crazy and spaz out.
- Solved an issue with the environmental wind strength not applying properly during the tutorial.
- Solved an issue with the Lashing Reflection (Augment) where the damage increase was not applying at all.
- Solved an issue with the Rank 5 Weakpoint Skill where the shockwave produced would reapplying damage modifiers, resulting in astronomical numbers.
- Previously, the Shockwave would deal 50% of the original damage and stack on all modifiers (include weak point damage) again.
- Now the Weakpoint Shockwave will correctly package 50% of the original hit’s total and only apply that damage as intended.
- Solved various disappearing environment pieces due to LOD and/or View Distance drawing issues.
- Solved various environment collision issues across the realms.
- Solved various issues and glitches with boss introduction cinematics.
- Solved various issues with missing VFX indicators on loot pickups.
- Solved various issues with text strings not being translated from English to their appropriate language.
- Solved various spelling and grammatical issues in several languages.
- Solved various waypoint pathing issues that would briefly point players in the wrong direction during missions.
- Solved various waypoint pathing issues that would point players to the furthest objective/enemy instead of the closest one.
- Updated the Equipment screen to have Gear Comparison on by default.
- You can still toggle this option to view the weapon model.
- Updated the holomap to include the currently selected difficulty.
- Updated the Macros encounter so he can no longer preemptively channel corruption and stun players before they engage with him after they die.
- Updated the previously confusing Rampage UI gauge – it will now appear in the player’s weapon UI.
- Updated the SFX tied to spending skill points on the skill grid.
- Updated the Skill Grid descriptions to match the player’s current/custom keybindings (instead of the default keys).
- Updated the UI to display what materials were obtained from gear salvage.
PlayStation 5 Only
- Solved an issue in multiplayer where accepting an invite on the Title Screen did not automatically transition the player into the game.
- Solved an issue where all audio would be lost when resuming the game from Rest Mode.
- Solved an issue where starting the game without an internet connection and then reconnecting would cause the player to load with a different character (if they own multiple characters).
PC Only
- Included a Salvage shortcut for the keyboard (bound to Spacebar).
- Included a Sprint Toggle option for mouse and keyboard.
- Solved an issue where highlighting different augments with a controller and the mouse would render two stat cards at the same time.
- Solved an issue where pressing the Escape key would close all the menus instead of backing out of the current sub-menu.
- Solved an issue where stat cards would not update when navigating with arrow keys or the gamepad left stick after clicking back into the game window with a mouse.
- Solved an issue where the Windowed Fullscreen setting was showing the wrong resolution.
- Solved various issues where the incorrect mouse button icons are displayed in menus.
- Updated mouse button RMB/LMB icons to better display the target button clicked.
For more on Godfall, be sure to check out our review. In it, we had the following to say:
"Godfall attempts to build a world that players will want to run through ad infinitum to earn fresh loot, but fails to provide adequate reasons to do so."
For more articles like this, take a look at our Godfall and Gaming News page.