Quote:
Originally Posted by Ciderpress
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Kedge is entirely underwater, the bug seems to specifically involve how the game handles the boundary between what it considers being in or out of water. My guess is it has something to do with client fps or latency or something.
And again if it happened 100% of the time it would still be annoying, but the fact that sometimes it doesn't happen is what I find really vexxing. The code in theory should be so simple.
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Have you tried swimming up slightly after a failed cast, to update your movement position?