It's been a few weeks, but here we are!
Combat improvements
- Removed stamina. No more clunky out of stamina attacks.
- All enemies now have defined block chances that are not full 100%. They won’t block your attacks endlessly anymore.
- Enemies now cannot block while taunting, but they’ll try to dodge your attacks.
- Enemies can now use feints in an attempt to trick you before actually attacking.
- Smarter enemy dodging and more animation variety.
- Enemies now have a chance to counter attack right after dodging, blocking, getting hit or getting parried.
- General combat rebalance due to all the changes.
In general, combat is now more fast-paced and dynamic, and as a result enemies have to be smarter to keep up, and you'll need to keep your reflexes sharp.
Level content
- Added a small cave filled with goblins (and loot!) near the end of the demo level.
- Added a Stool weapon somewhere in the level. Try to find it!
- Added more enemies.
Other changes
- Improved overall lighting throughout the level.
- Tweaked/polished animations for all characters.
- Camera improvements.
- Better behavior near some walls.
- Better target lock behavior.
- Added a visible icon for tutorials so they are less likely to be missed accidentally.
- Performance improvements.
- Better controller handling.
- Weapons in inventory now display how much they stagger, instead of stamina cost
Bugfixes
- Fixed FPS limit and vsync settings
- Fixed full inventory warning when picking up drinks
- Other minor fixes
Thank you again for the great feedback, and keep it coming! We have some more fun improvements in mind to polish the whole experience before we continue working towards the full game.
