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We had many questions about if our game would be playable on Steam Deck and we can confirm that it does.Īdded the ability to change Difficulty at any time The biggest adjustment we looked into was actually bumping up some graphical features as we noticed the game ran great.
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No adjustments, no weird UI issues or anything. However, upon getting the devkit and popping into our Steam library the game just ran. At first, we were a bit skeptical that it could run PFTG at a solid framerate. Fixed issue with player getting stuck in Boar pillar Tweaked stamina burn in lower difficulties Added a prompt to inform the player they can difficulty at any time Added a prompt to inform the player they can change controls at any time Added Field of View Settings to Options Added the ability to change Difficulty at any time We have more planned and will release them when they are ready. This is our first update since launch that focuses around Steam Deck, Quality of Life, and player feedback. However, it may have a couple issues that we're hoping to smooth out with player feedback.Īdditional control improvements and bug fixes in this build (coming soon to the retail build) I-Frame Dodge - this dodge will most certainly replace our current dodge. We're looking for the most feedback on as it has many potential edge cases. The player will still need to press release when they want to let go. What features are being tested? Auto Climb - this is a brand new climb style that effectively removes the need to ever press a climb button. The feedback we got was incredibly helpful and this recent update is possible because of that. Simply holding climb will bring back a fair % of stamina similar to the 'Hold' option that has been available in Manual Climb.Īgain a special thanks to all the players that allowed us to add them as friends so we could deep dive with them the controls. When the boss shakes we've defaulted this style of climb to not have to tap to regain stamina. Manual Climb - this is our original climb we've improved the grab timing based on feedbackĬlassic Climb - this style has been requested by some players and is similar to SotC climb where the player needs to press and hold the climb button while climbing. However, rolling directly under a giant stomp by a boss will still result in damage/death:) I-Frame Dodge - this dodge now replaces our older dodge allowing for a bit more predictability when dodging attacks. Here's the link to that or read below.Īuto Climb - this new climb style effectively removes the need to ever press a climb button. If you missed our last update we explained how these new climb options function. Improved turn speed, for faster reaction times. Improved climb direction so it works properly when the camera is looking backwards at the player Improved strafe speed for faster combat movement. Fixed taking damage from short falls while on a boss. Fixed errors in translation on the Stats Menu. Fixed Yeti music not playing in Echo Mode. Fixed tumbling to the side making it harder to grab on and save yourself from a fall. Fixed the player swinging in a full circle when climbing on flat ground.
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Fixed the player getting stuck in walls when grappling to the top edge of surfaces. Added a buffer to Classic Climb after cutscenes to prevent the player from falling off. With this build also comes additional fixes to music and further tweaks and improvements based on player feedback. Players will now have an option to choose their climb style from the menu. Most notable is that we've added the new climb style options into the game for all to try out.