UPDATED TO Breach hotfix 2
The feedback/refactoring part is here
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special/symbol key rebinding issues
New as of Breach: after changing any keybinds - whether working or non-working - the game requires at least quitting to the main menu and getting back to game to see updated in-game prompts.
There are 5 potential things:
- incorrect in-menu display
- incorrect in-game display
- doesn’t work
- rebinds different key
- shows differently after returning to keybind menu
if I don’t mention one of the above => that one is ok
Discovered issues so far:
- \ in-game as yellow A-ish, doesn’t work
- = in-menu as +, after returning to menu in-menu as yellow A-ish
- ’ in-menu as ", in-game as ~, in reality rebinds backtick (`)
- ` in-game as yellow A-ish, doesn’t work
- capslock in-menu as yellow A-ish, and in-game as nothing, doesn’t work, after returning to menu action is unbound
- , in-game yellow A-ish
- / in-game yellow A-ish, in reality rebinds numpad/
- numpad/ in-game/menu as a regular /
- numpad* in-game/menu as a regular *
- numpad- in-game/menu as a regular -
- numpad+ in-game/menu as a regular + (regular = is displayed as +, see above)
- numpad. in-game/menu as a regular .
- del in-game yellow A-ish
- insert in-game yellow A-ish
- pgup in-game yellow A-ish
- pgdown in-game yellow A-ish
- [ ] - ; . numpadEnter home end backspace - these seem fully ok
dev comment: Symbol bugs and Icon mismatch bugs were partially reported, so I added some missing buttons in our bugs. Don’t know whether NumPad buttons will be fixed or not in terms of having its unique icons (Num+, Num-, etc.), but I see your point here and agree they must be in the game as long as remapping feature is available
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Conversation skip is hardcoded to spacebar
Cannot be reboud, kind of irritating. Though it falls into “all menu/inventory” keys are hardcoded either way, would be nice if we got it implemented …
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‘R’ key under “mouse and wasd” layout is hardcoded to parry
This causes issues / priority, for example:
- assign R to quick item
- put stamina potion in that slot
On tap - R will call parry; on hold - R will let you assign quick item to the slot
dev comment: Known bug, just delayed it
Well … (also see the point below) ETA ?
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‘V’ key under “mouse and wasd” layout is hardcoded to shoulder barge
This causes issues / priority, for example:
- assign V to quick item
- put stamina potion in quick item
On tap - V will call shoulder barge; on hold - V will shoulder barge and let you assign quick item to the slot. And see the point #5.
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shoulder barge action is an implicit double action now - barge first if possible (heavy equipment load), then block
dev comment: Don’t know actually, will ask our devs [me: regarding being double action]
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Target juggling (in indeterminable fashion) is hardcoded to MWheel up/down
- this action should be rebindable (see the link at the top how to improve the functionality)
- MWheel up/down should be rebindable as well
dev comment: Also left such a feedback, but for now unfortunately it’s by design. I’ll see what we can do here
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Under “mouse and wasd” layout, binding interact action doesn’t automatically unbind certain conflicting keybinds (and vice-versa)
Known conflicting keybinds: attack, shoulder barge, dodge, movement keys
How to reproduce:
- reset to defaults
- bind . to interact
- bind 5 to shoulder barge
- exit and enter menu
- bind 5 to interact
Depending on context, one of - or - both actions will be executed
dev comment: Interact action remapping unbinds other action only when they are sycnhed with each other. If interact button uses a bing of an action which can be synched with interaction, then they both can use the same bind and interact will mostly have higher priority when it’s needed. If you find any pairs of action where Interact does not unbimd a button and actions have a 100% conflict with each other, then you can send me it
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The mouse+wasd layout now supports separate dodge/run, but it’s still broken (since patch3 when it was introduced)
You can instantly reproduce this issue by:
- reset this layout to defaults
- bind dodge to B
Issues:
- dodge pressed alone doesn’t work
- but dodge will work if you are moving (running or walking)
- dodge is still on-release action
dev comment: We once discussed the issue with dodge being an on-release action and I got an answer that it can be fixed but needs time and deeper diving into techs. So it will be in future, but I can’t say why unfortunately. As for rebinding the action with some other button… now I see a problem here, probably I didn’t get you right last time, so thx for the report
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Bottom-left info runes/items menu always lists default keybinds, completely ignoring actually bound keys
This should be in my case (most of my keys are hardware-rebound to different keys due to the game hardcoding all inventory and menu keys - if you are wondering why this weird layout is used):
- top row: U, O, X, 4
- bottom: row: LMB, S, C, F
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If ‘C’ is bound to e.g. Food and you decide to cancel furniture placement, you will also consume the food
won’t fix cases:
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RAlt formally not recognized but working:
Both left and right alt are recognized by the game as the same key, but in the rebind menu you cannot use RAlt (you can use LAlt and both will be recognized as just Alt key)
dev comment: by design, probably won’t be changed
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walk/run toggle can be left as unbound
dev comment: Yeah it’s by design, so you can bind it to some button or leave unbinded, it’s up to you
Historical / other:
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After a restart the game forgets that the default ‘shift’ offhand use action was rebound to something else
Cannot reproduce after Breach
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After a restart the game forgets that the default ‘V’ shoulder barge use action was rebound to something else
Cannot reproduce after Breach
Historical / seems fixed:
dodge was used as conversation skip and the last line skip executed dodge action
‘V’ key under “mouse and wasd” layout is hardcoded to block
after-restart mouse+wasd (and maybe other) layout issues
If Alt, Ctrl or Shift is used for some actions (e.g. moving, offhand use) … it will not work correctly as a combination with other actions
‘F’ key under “mouse and wasd” and “mostly keyboard” layouts is hardcoded to drop (reported by @Greg_Maddox)
all 0-9 numpad keys, please don’t forget those
After restarting the game or changing realms, the game thinks keybinds are not changed (at least when using mouse+wasd layout). Entering keybind layout selection and switching layouts to something else then back to the original fixes the problem (usually, I had to rebind everything again once).
Return rune doesn’t work in layouts that rely on instant casting of runes (ITOW it only works in “mostly keyboard scheme”). This of course implies, that there might be other channeled runes that don’t work either.
F1-F12 keys and side mouse buttons are not rebindable