Madoc
Project Lead
We are currently working to introduce character skills and this requires some fairly extensive changes to the inner workings of combat. There are aslo numerous issues with combat that we've not been fixing due to so much being subject to change. While this update does not introduce skills it does introduce the revised combat system that supports them.
The changes are quite extensive. This is our first fully functional version that we consider to already be a significant improvement. There have been big changes to animations and how they work, the tactical element of combat is much better structured and cannot be abused with controls by player and AI alike. Many new things are supported though mostly they will not be exposed until skills are, for now we tried to mimic the previous combat mechanics. There are new momentum preservation and recovery mechanics which should make the combat feel both more realistic and consistent. One handed weapons and polearms particularly are more effective and behave more reliably.
We're aware of some current issues. Feint is still exploitable as a general attack speed increase but not as much as previously, the AI needs to be retrained for the new combat mechanics and animations, parries and blocks need to be adjusted to properly intercept certain blows (though this was already in a broken state).
It's been a while since our last update and we've done a lot fixes and little tweaks, many of which were not included in the changelog. We've of course been working on many other things and there's some really nice new features on their way!
Changes in version 0.4.3:
• While skills have not been added the new combat system supporting them has
• In hold to dash mode rapidly tapping always produces small steps
• Getting up from the ground is now significantly faster
• Fixed dragged items disappearing after trying a locked door
• NPCs that are off screen now cast correct visible shadows
• Improved character obstacle awareness
• Extensive fixes and improvements
Account page link.
The changes are quite extensive. This is our first fully functional version that we consider to already be a significant improvement. There have been big changes to animations and how they work, the tactical element of combat is much better structured and cannot be abused with controls by player and AI alike. Many new things are supported though mostly they will not be exposed until skills are, for now we tried to mimic the previous combat mechanics. There are new momentum preservation and recovery mechanics which should make the combat feel both more realistic and consistent. One handed weapons and polearms particularly are more effective and behave more reliably.
We're aware of some current issues. Feint is still exploitable as a general attack speed increase but not as much as previously, the AI needs to be retrained for the new combat mechanics and animations, parries and blocks need to be adjusted to properly intercept certain blows (though this was already in a broken state).
It's been a while since our last update and we've done a lot fixes and little tweaks, many of which were not included in the changelog. We've of course been working on many other things and there's some really nice new features on their way!
Changes in version 0.4.3:
• While skills have not been added the new combat system supporting them has
• New combat animation system featuring extensive changes
• Better structured and non exploitable recovery and momentum mechanics
• All characters granted the following techniques to mimic previous combat:
• Better structured and non exploitable recovery and momentum mechanics
• All characters granted the following techniques to mimic previous combat:
• Remise: immediately follow a swing with one in the opposite direction
• Feint: cease a feined attack to quickly start another
• Fend: abandon your attack to quickly parry
• Feint: cease a feined attack to quickly start another
• Fend: abandon your attack to quickly parry
• In hold to dash mode rapidly tapping always produces small steps
• Getting up from the ground is now significantly faster
• Fixed dragged items disappearing after trying a locked door
• NPCs that are off screen now cast correct visible shadows
• Improved character obstacle awareness
• Extensive fixes and improvements
Account page link.