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April 8, 2018

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.