Admin ADMIN
2026.08.05
Confirmed, and I believe fixed - but I want you to re-test this one specifically.
What I found: our landing test accepted VERTICAL footholds (walls) as things you can land on, and used one of the wall's endpoints as the 'surface'. A knockback moves you sideways; if that carries your x just off the end of the platform and onto a wall segment hanging from its edge, you get attached to that wall's LOWER endpoint - i.e. below the platform. That is 'pushed through the platform'. Walls are now excluded from landing entirely (same fix as #17/#18).
Separately, our player knockback was 4.9x too weak vertically (-90 against v83's -437), so a hit barely lifted you and mostly scraped you sideways along the ground - which is exactly the situation that puts you on a platform edge. That is now the authentic value.
If it still drops you through after the next build, please reopen with the map name and I will keep digging.
(On the dev branch - it will be in the next published build, not v32.)
What I found: our landing test accepted VERTICAL footholds (walls) as things you can land on, and used one of the wall's endpoints as the 'surface'. A knockback moves you sideways; if that carries your x just off the end of the platform and onto a wall segment hanging from its edge, you get attached to that wall's LOWER endpoint - i.e. below the platform. That is 'pushed through the platform'. Walls are now excluded from landing entirely (same fix as #17/#18).
Separately, our player knockback was 4.9x too weak vertically (-90 against v83's -437), so a hit barely lifted you and mostly scraped you sideways along the ground - which is exactly the situation that puts you on a platform edge. That is now the authentic value.
If it still drops you through after the next build, please reopen with the map name and I will keep digging.
(On the dev branch - it will be in the next published build, not v32.)








