Polearms and Combat Changes
Polearms are here! Their moveset is comprised of two thrusts from right and top, and a slash from the left. Their biggest strength is reach, being the longest weapons category in game. Thanks to Judasilfarion for creating this particular lance model!

Secondly, I created this "marketing" material but I haven't' got the chance to share it, so here it is!
Finally, I am in progress of making some changes to combat mechanics, to make it more fair and interesting to play vs multiple opponents, rather than forcing the player to always have to do X 1v1s to stand a chance and to rebalance stagger (required for bosses) and break. The changes so far includes the following: (still working on it so don't take these changes as final):
Mobs have a much longer windup and slower swing speed.
In the same vein as above, starting to implement per character combat variables such as attack speed and damage modifiers, etc, to prepare for the eventual character progression and stats.
A bigger distinction is made between Light Attacks (attack immediately / asap) and Heavy Attacks (attack after charging/holding for some time).
Heavy Attacks generally gives a boost to the weapon damage/cleave/break (stagger) but at cost of slower rate of attack.
Heavy Attacks may be required against "Super Armored"/"Stagger Resilient" enemies, particularly for the light and quick weapons.
There is now a maximum amount of time you can hold/charge a weapon for. In practice, this is more of a nerf to the AI because it now prevents them from running at you while priming their attack, giving the player more time to react on average.
Players will no longer always default to guard after a swing, instead, it is now based whether the player starts the swing in guard or not.
