We’ve listened to the feedback from the first public testers, and as everyone enjoyed the physics... we decided to add a bucketload more! Weapons now collide with everything: blades don’t pass through walls or anything else. It was a lot of work, but it adds so much to the immersion that it’s worth it.
Secondly, we had another pass at the animation to remove some edge cases where the characters could be erratic. It should be a lot more stable now.
Thirdly, we added a stamina system for attacking. Previously, making multiple small swings was counterproductive, as each one only did a tiny amount of damage compared to one big swing. This should encourage placed strikes and blocks in combat. Stamina and health are displayed on the gauntlets in-game.
There were a few other tweaks to combat to improve pacing and make it slightly more challenging. We’re holding off making this too hard at the moment, at least while people are still learning the game. Harder modes will come in future updates.
The introduction scene was reworked to fit better into the narrative too.
Plus the usual bugfixes, etc.
We’re on to the next update now.
