
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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