This update introduces significant changes to stagger mechanics, parry system, dodge mechanics, and follow-up attacks.
Previously, the stagger effect was applied to an enemy at the moment of impact. However, in the new stagger system, enemies struck while swinging a weapon will now receive stagger.
Multiple enemies can be staggered if they are hit during a single weapon swing.
However, this new method does not apply when using Precision.
Attacks utilizing Precision mechanics (such as unarmed strikes) will continue to use the previous stagger application method.
A new parry system has been introduced:
Parry can now be executed by pressing backward movement + normal attack key.
Successfully parrying an enemy's melee attack will deflect the strike and inflict a strong stagger on them.
This addition enhances defensive combat mechanics, making melee engagements more dynamic.
The previously used directional attack mechanics have been replaced with dodge mechanics.
While dodging, players can seamlessly transition into normal attacks or power attacks at any time.
Additionally, a directional power attack system has been introduced, allowing for more fluid and responsive combat actions.
Successfully landing a charge attack or parry attack will cause the enemy to stagger heavily, recoil, or even fall.
At this moment, executing a power attack will trigger a follow-up attack.
The follow-up attack is a jumping strike that slams down onto the enemy, dealing significant damage.
Please refer to the update table for details, as these changes are not applied to all classes yet.
This update is intended to test the new system and determine its future direction.
Many animations have been remade, and while an introduction video was planned, the decision to replace directional attacks with dodge mechanics is still under review. A poll will be conducted, and once finalized, showcase videos will be created.
March Goal: Complete all Vanilla weapon-type classes and upload them to Nexus Mods.
Afterward, all remaining classes will be remade and added progressively.
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Garrett Hall
2025-03-28 19:23:55 +0000 UTCSmooth
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