So when doing some testing with the updated Teleport animation, I noticed something peculiar: with a particular item/rune combination, you can get an extra teleport that you shouldn’t (and didn’t prior to 2.7.0).
I can reproduce it reliably with Aether Walker + Cosmic Strand + the Calamity rune. I didn’t notice it with other runes, it might be specific to Calamity? It also seems to be latency sensitive, you don’t get the third teleport every time. I can get it quite reliably by holding down the teleport button (instead of mashing it) though.
Expected behaviour (and behaviour prior to 2.7.0):
- Wormhole gives two teleports
- Aether Walker + Wormhole gives two teleports, the first one cost resource and the second is free.
- Aether Walker + Cosmic Strand + Calamity gives two teleports, first one costs resource and the second is free. Both get the Calamity effect (low damage wave).
Behaviour after Teleport change in 2.7.0:
- Wormhole gives two teleports (expected).
- Aether Walker + Wormhole gives two teleports, the first one costs resource and the second is free (expected).
- Aether Walker + Wormhole + Calamity rune gives three teleports, the first two cost resource and the third is free. Unexpected!
Here’s a string of screenshots that hopefully help illustrate the bug. I have the frame before and after each teleport (so there’s 6 shots total).
2: after first teleport (resource consumed)
4: after second teleport (resource consumed again)
6: after third teleport (free teleport from Wormhole, no resource consumed, cooldown starts)