This is a major update. The focus is on optimizing combat experience and a subversive rework of the camera system. These changes make the combat experience more immersive and controlable.
Update Content:
1. Brand new camera system
"Another Way to See the World"
The new camera system automatically turns when following the player, reducing the need for the player to actively operate the camera.
The camera's damped following at higher viewing positions allows players to more clearly recognize changes in their character's position in the scene.
In lock mode, only the camera height is locked to reduce the "dizziness" caused by the real-time feedback of the camera repositioning after the target is hit and displaced.
Players can actively rotate the camera to any viewing direction to see the character's attack distance without affecting the aiming of the attack in the confrontation.
The old camera operation mode is completely retained, and the switch can be completed by pressing the Z of the keyboard or the right joystick of the controller when the character is still.
Cameras can also be set in the menu, and in-game changes are saved instantly.
2. Continuously polished combat experience
"Like Water"
An input buffer is added. The input of the attack command at the right time will be temporarily stored, and even if it is a little earlier, it can be responded to after a moment when the conditions are met. This makes the input overall more responsive.
More combo points have been added, and the action connection has become smoother, such as:
Can easily add a light attack after a kick hit.
The attack can be repeated as soon as the light attack 1 is completed.
The light attack can be immediately followed by the second half of the heavy attack.
Added new dodge moves.
Direction depends on Q or R been pressed.(LT or RT for controllers).
Can be used in the attack backend to cancel the postattack animation.
A light attack can be added immediately after dodging.
Dodge has a short invincibility time.
Dodge has the same effect of kicking, you can knock away the enemy, and please be careful not to hit the wall.
The width of the kicking check area has been improved, making the result of the kick more predictable.
3. Ease of use improvement
"people-oriented"
Increased the fall damage activation point and reduced the damage effect.
When locking on a target, the approximate health level of the target is displayed in a symbolic form, and the visibility of the lock icon is enhanced.
Reduced the screen area taken by boss names and health bars to reduce their impact on the field of view.
Increased the automatic search distance when attacking to increase the attack hit rate.
4. Rerange the scene of the museum
“Night at the Museum”
Expanded the area of each floor.
Added or adjusted the layout of the ground floor, such as fences, sofas, curtains.
A new structure has been added to the ceiling of the upper floors.
5. Added the flickering effect of the light source
"Twinkle Twinkle Little Star"
Added flickering effects including Fire, Shock, Basilisk Lightning, and Soul Lights.
6. Reworked the Pi Sicen face and hairstyle
"La Donna E Mobile"
A brand new hair mesh is used. And the colors have been adjusted to match the story.
Facial feature has been added for enhanced recognition.
Adjusted expressions to make them more natural.
Optimized the effect of the eyeball material.
7. Fixed some issues
"Leak filling"
Fixed disconnection caused by flashlight drop in multiplayer mode
Fixed an action bug when defeated with a flashlight in hand.
Fixed the timing error of the attack while holding down to dash.
Fixed ailment status bar and exit menu remaining at the end of a level.
Fixed missing skirt animation and back shield feature for Templar.
Fixed a number of issues where the attack action was out of order and the timing of damage judgment was asynchronous.
Thanks for your patience, more content will come in the next version!
Stay tuned.