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Quads Parkour

Parkour and free running: wall run, wall jump, climb walls, grab and hang from ledges, shimmy, vault, slide and roll, with a Parkour skill and a blue parkour bar instead of stamina.

CHANGELOG

0.1.1

  • Fixes. Other players no longer see you stuck in your last slide or pull-up after the move ends (the end of a move now reaches every game). Killed while hanging from a ledge, your weapon and shield go back in your hands before the grave is made, so a Hard death penalty no longer deletes them and keep-equipment worlds keep them. A big fall can no longer be cancelled by catching a ledge, starting a wall run or kicking off a wall just above the ground: a move catches a fall only as high as a roll takes without damage (8 metres, 10 with the skill); from higher you fall on and land with the fall damage. A new character, a respawn or another world starts with no move going on (it could be pulled to the last one's ledge).

0.1.0

  • First release: wall runs, wall jumps (more in a row as you train), wall climbs, ledge grabs with a pull-up and a shimmy along the edge, slides out of a sprint or a low landing (with a boosted jump out of them), and a landing roll (on crouch, and by itself from Parkour level 50) that takes the sting out of falls. A new Parkour skill makes them longer, faster, higher and cheaper; stamina costs like the game's own sprint, jump and dodge (more in heavy armour); fair fall damage; the lean shared with every player; a blue bar over the stamina bar for what is left of a move; wall jumps that go where you look; and the game's own footsteps on walls and ledges, a camera lean on wall runs and a short widening of the view on kicks and pull-ups (each can be turned off). In your language: English, Russian, German, Chinese (Simplified), Portuguese (Brazil), Spanish, French, Polish and Turkish (made with AI: correct a line with a file in BepInEx/config/translations/com.quad.parkour/). Gets out of the way of Smooth Climbing, and takes turns with Just Vault.