Foreword: This is a version with the theme of major gameplay. Generally speaking, the control of the battle can be enhanced and provided more tactical choices, and there are more and stronger challenges.
The new mechanism "Skull Crash" and boosted fighting pace
The "Skull Crash" attack is the attack that hit the head. This is relatively accurate in space, not randomly triggered.
The effect of crash attack is to cause 50% independent damage bonus, which will cause longer recovery time than hitting other parts.
Precisely, the overall recovery time is lowered due to that caused by non-crashing attack is only 50% time long.
Some tips about triggering Skull Crash:
1. Get close to the target.
2. Use longer weapons.
3. Use the attack action from top to bottom or specific attack action, such as sprint attack.
4. To have the high ground.
The mechanism will be further extended in the subsequent version.
Reimagined the poise system
In the previous version, the poise exists from the beginning of the attack action until the attack is completed or the action is over. During this period, if the poise is not emptied(by attack), the interruption of the attack will only last for a moment, and the character can recover quickly. Only by attacking that empties the poise can make the victim completely into full time recovery. This mechanism may bring players some wrong impression of "randomization of recovery time", and then weaken the trust in the combat system’s roubustness.
The new version of the poise system has the principle of "All or No" (which does not include variation by Skull Crash). As long as the poise is not emptied, the action will not be interrupted. Otherwise, the victim will enter the recovery with duration according to the attacker's weapon and the action.
Considering the enhancement of the effect of poise, to prevent the abusing of the brutal attack that completely ignores the risk of interruption, the coverage time of the poise has been reduced in general, and the basic coverage is during the period of attack damage checking. At the same time, the enhancement of the character attribute, that is, Strength, will put it in advance 1% for every STR point (100% starting from the attack action). This is basically in line with the impression that "The stronger the man is, the harder to be interrupted".
New Dodge System
Re -produced a more flexible and more effective dodge system.
The most important thing is that the direction of the character dodge is all free now. The character performs to the direction from the perspective. If there is no direction input, the default dodge is to retreat. The dodge collision effect is still retained, but the triggering rule is adjusted. The impact will only take effect during the victim’s attack is in the damaging check period. In addition, in all other occasions, the effect is equivalent to hitting the wall, which will make the player retreat. The collision of the character is called "Dodge-Counter". It is more time restricted, but more directionaly controllalble than kick.
Bringing greater challenges to kicking
In the previous version, the kick action has almost no restrictions. The current kick can cause the same effect only when the target is attacking (more loose than the Dodge-Counter). Otherwise, the kicker still has to bear the long post-recovery-time, also the recovery time of the victim is extremely short, and there is almost no retreat.
The stamina cost increasing to emphasize the pace of confrontation
Generally , the stamina consumption is increased to highlight itself and to prevent tedious long combos.
The stamina bar will become orange when it is not enough for the minimum cost of the attack (light attack) to warn.
Balanced adjustment of legendary weapons
The effect of the legendary weapons obtained in the museum needs to be activated after war roar, and it continues until the user being attacked or kicked. The one-time attack reinforcement effect of war roar has therefore become a common skill for legendary weapons.
The recovery time of the war roar was greatly shortened.
The legendary weapons with elemental effects have exclusive visual effects.
Optimization for the Controller
The custom buttons now include LT and RT.
Add the reset button.
"Souls-like" is no longer an toggle but a preset layout.
If the controller is abnormal after updated, reset it will just work.
Others
Perfume using recovery is shortened.
Templar’s model is reworked and rigged by new standard skeleton. It contains the clue for the next update.
New engine version promises a generally performance boost.
New implement of character shadows that optimzed the performance.
When the render scale is set to below 1.0, the FXAA will take place of SMAA. The performance is greatly boosted.
Tweaked the performance mode’s presets ot HBAO to gain a better performance.
Fixed the issue that cursor can’t be hidden after resuming from pausing.
Fixed the issue that the target is invisible in the level 9.
The structure of weapon data is optimzed that promises higher efficiency of developing.
Re-implemented the framelocking function. Now V-Sync can be enabled to prevent tearing when framing caping is enabled.
Fixed the issue that frame capturing is forced on after tweak the scroll.
Optimzed bloom performance.
Optimized the sound effect system to shorten loading time.
Fixed a wrong reaction direction during the one-hand combo.
Augmented the compatibilty of the controller in the menus with text inputs.
The Begin Button now turns Blue and Red when the cursor hovers on and selected in the Level selecting menu.
The fps displayer is smaller.
The mirror reflection in the WC is optimized and gains performance.