I prefer playing with WASD and mouse controls.
I have an issue with shields in this game, to be more specific, with control system with em.
Its the same for the stable version and multiplayer beta.
I was waiting and hoping you would change it in beta, but it didn’t happen so far.
When I hold any other gear(2hand, 1hand with a bow(still available option in stable game version)) - controls seem pretty intuitive.
But when I put any shield on, shift becomes the shield block, no matter if I want just to run on shift. I can’t properly run, jump etc
The only option I’ve found to live with it is to rebind the run button to some random button(not shift) and to remap shift button on my keyboard to the same value - then it works as I want to. But it seems strange.
Hardbind of shift to the shield block is not a good decision, IMO.
I’m not experiencing this on live, but I do know there is a bug which resets a couple keybinds back to their defaults. This is true for the control scheme “Mouse and WASD”.
Are you by any chance on that?
Here is my routine I do at the start of each session:
I bind offhand use to shift
I bind parry to M3 (scroll click)
Then I scroll up, and rebind Run to shift
I rebind Quick Item to M3.
Now you can set the key you want for offhand use and parry, and it should work correctly.
The issue with custom keybindings also exists for game controllers. It even made me think that the section for custom keybindings design is in an unmanaged state. I understand you have a lot of work to handle, but the priority of keybinding customization could be appropriately raised—after all, it directly affects players’ operational experience! I hope a patch can be released quickly to improve the custom keybinding bugs for both controllers and keyboards! So far, I have high expectations for this project and appreciate the efforts of the development team. I truly see your talent in the work, and I believe these issues are completely solvable for you!
not exactly, I mean anything I bind to shift button, works. but when I have a shield equipped, shift also raises it, together with the current function of the shift button
Alright it is what I suspected, you are encountering a bug that has been around for quite some time, luckily nothing game breaking. You can repair it temporary for each session, and I recorded this clip for you to show you:
Please let me know if you cannot get this outcome!
This is still happening on experimental branch, when we bind something, the game correctly applies the new key, but the original default bind remains active in parallel after a game restart, so, both inputs trigger the same action.
Example:
Default: Action A = Shift key
Rebind Action A to Mouse Button 4
Restart the game Action A now triggers on Mouse Button 4andShift key
So, if the original key (Shift) is then reassigned to Action B, pressing Shift will trigger bothactions A and B at once.
Also, TAB is still hardcoded to open the menu selection, as someone who likes to use TAB to open maps/minimaps in games, it would be lovely to have this limitation removed.
Rebound the RUN and OFFHAND use to two different keys (run to SHIFT and offhand use to RIGHT MOUSE BUTTON).
Whenever i close the game and re-open it, the OFFHAND use and the RUN button get’s mixed up, so when i press SHIFT the character RUN an at the same time hold up the OFFHAND (in my situation, i have a shield, i see my character trying to run AND to hold the shield up).
The only way for me to fix that is to rebind the OFFHAND use to the RMB every single time i reopen the game client.
Does turning off steam cloud affect this in any way?
Risks to consider
Permanent loss of game progress if your computer fails as saves are only local and prevents syncing progress across multiple PC’s and means you lose automatic backups may require manual saves and external backups to prevent data loss.
This may not happen but it’s better to say it to be on the safe side even though i wouldn’t really care if i lost my progress i would just do it all over again😁
Im playing with steam cloud off from time to time but i prefer using a controller so the keyboard and mouse mapping i haven’t noticed if it reverts.
Another issue along with the keybind bugs is this.
When you bind Shift to run, and you hold shift and let go of any of the WSAD movement keys the character will move TOWARDS to mouse pointer on the screen.
This needs to be removed You have a hold button to move towards mouse already, but this is ignored when a key is bound to run and the character will always run towards the mouse when you dont move and run is held down.
This makes traversal frustrating in areas where you need to be careful (like the cave where the potion maker is after touching the plant… )
I found this very helpfull on the contrary. I use a lot the fact that i just need to hold SHIFT and move my pointer around. I even use this to do parkour in quick succession.
It was for me just a matter of training and a bit of habit. When you need to do stuff outside the WASD movements (that when you are using, the mouse pointer is ignored) i avoid holding down SHIFT more than needed to not fall down somewhere.