Everything ricochets, desync resync, aim previews that fall, and suffocation
- Ricochet now bounces every attack that moves. Swings sweep back, the uppercut bounces its fighter, punches and Lance pokes come loose and thrust again from the wall, then a held Lance turns and flies home. A whip lash's crack glances the reach a wall cut off as a strand. Vacuum cones glance into further cones that suck around corners. Bolts, grapple hooks and charged cracks bounce, and so do shots heading home (boomerangs, flail balls, hooks). - Every ricochet plays its sound (flames too), adds its damage (the charged crack's blast too), and gives the attack its hits back. With bounces left, a bouncing shot hops off anything it touches, even at rest, until they're spent. Rays fired from inside a wall back out first instead of bouncing on the spot. - Aim previews: falling shots arc at their real speed, instants (beams, cracks) take their real path and full range per bounce, Vacuum cones show their glances, and every cone draws at its spread width. - A client out of step with the server asks for its room again and resyncs. The checksum covers much more of the match. Protocol 12. - Fighters stuck inside solid ground slowly suffocate (not in the sandbox or races). - Sword slashes smaller (basic 25%, charged slash scales halved). The Good Stuff: "Aye, me bottle o'scrumpy!"
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