Griefhelm cover
Griefhelm screenshot
Genre: Fighting, Simulator, Sport, Indie

Griefhelm

Patch 1.2


PATCH 1.2 HOTFIX & IMPROVEMENTS



Gameplay Enhancements


New feature: Silhouettes (Campaign Only)



  • There is now an option to toggle character silhouettes in Campaign mode
  • This allows the player to see silhouettes of characters through foreground objects.
  • The window to buffer inputs for the next attack has been increased
  • You should be able to activate your next attack more comfortably/consistently


New mechanic: Fatigue



  • Performing multiple swings in rapid succession will result in the player feeling “Fatigue”
  • Fatigue is activated after the first few swings that are chained together
  • Fatigue slows attack speed
  • Fatigue is reset when the player stops swinging
  • Overall we don’t feel that this is a large change - we wanted to see how you all feel about such a system before tweaking it further.


New mechanic: Combo Timing



  • You can gain an attack speed bonus on your next attack if you input said attack at the right time
  • This “right time” is directly after your swing completes
  • Not inputting the next attack at the right moment during the first swing slightly slows the next swing


AI Adjustments



  • AI should now be more careful about when they decide to go for an attack, and should play more defensively
  • AI shouldn’t consider changing directions during an attack they’ve committed to
  • We felt that AI enemies were too easy to bait even on Master difficulty


Changes to character movement



  • Landing on the ground now slows the character’s movement speed for an extremely brief period
  • Attacking when landing further briefly stops the character
  • Upward jumping velocity has been reduced
  • Forward jumping velocity has been increased
  • Gravity should now have less of an effect on character movement
  • We are currently working towards addressing certain styles of play that abuse repeated jumping


Background changes to netcode



  • We are still currently investigating some instances where multiplayer instances don’t quite work the way as we intend - we’re hoping these changes are a step in the right direction!


Bugfixes



  • Several corrections made to narrative text
  • Fixed instances where Campaign nodes would automatically complete when the player attempted them
  • Flame Blade now deals the appropriate amount of damage to the final boss as well as enemies in Last Stand
  • The perk Escape Route should no longer have any effect against on the Final Fight
  • All plumes should now appear as rewards in Campaign mode
  • The Flail weapon should now appear as a reward in Campaign mode - This may still be bugged. Let us know if you see it!

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