Back in business after our dev's computer took a bath, literally. Here's the next wave of refinements:
- Updated run animation cycle with the newest animation improvements.
- Improved the parry selling animation root position when executed; it's a small change, but looks a lot better.
- While running, added the ability to stop after pressing the run button.
- Added the ability for player to hold block button for strikes. This *may* have broken the block when getting up function, still testing.
- Improved AI Logic - Choose from Inactive, Basic, Aggressive. - Basic = AI barely grapples, barely strikes and only block grapples when spirit meter is higher than 70. - Aggressive = More aggressive AI, strikes more, blocks more, counter and react time a lot faster than basic. - Inactive = Basically makes the AI a punching bag (Eric says "THANK YOU!")
- Added Ground Submission Sharpshooter to the game, apply the submission with the B button. Gotta weaken the opponent pretty good to pull it off.
- Also added a camera that orbits around the player while the ground grapple is executed. You can turn the camera off by disabling the camera cuts in the pause menu.
- X button is now used for pins when near opponent.
- Clicking the right analog stick now controls the Taunt.
- Fixed ground attack spamming - now we have the three strike rule, opponent will auto-recover after three kicks.
- Assorted bug fixes.
- #RIPHotRod :-(