Added an interruptible run stop animation to the vampire.
Added updated light hit reaction animations to the legionnaires.
Added a three strike chain attack to the legionnaires.
Bloodlust Chant now reacts to state changes, having a distinct sound for each of the Trinary States.
Rebalanced how the vampire’s Bloodlust is handled. Bloodlust will no longer be gained through striking an opponent and no longer reduced by receiving hits of changing to a different state. Instead, bloodlust can now be gained using Exsanguinate, based on how much excess blood the vampire receives through exsanguinate. Bloodlust will also persist between states but will decay slightly faster while outside of the Physical state. This is part of ongoing development to improve how the vampire’s feeding affects the pace and balance of gameplay.
Balance
Adjusted the vampire’s movement and animation to more seamlessly blend between animation states. This is part of ongoing work to balance visuals with responsiveness.
Added shared information to enemy decision making. Enemies are now assigned heavy attack chances less randomly, and more player information is factored into the decision making process.
New Tarot Spell: Introducing Telekinesis! (Magick Archetype). The vampire can now project a blastwave of psychic force to hurl enemies back or fling them shrieking into the sky. Telekinesis can shred enemy armour, exposing the vulnerable flesh beneath to bladed attacks. Demonstration video coming next week!
New Mechanic: Introducing Stability/Impact. Every attack and ability now deals an amount of Impact on an enemy's Stability. The more an enemy's Stability is damaged, the more off-balance they are. Staggered enemies are unable to retaliate for so long as they remain staggered. Press the attack, and your foes will become stunned, opening them to Savage Blows and Knockdown. Added impact to the Rend attack, which will affect an enemy’s stability. Demonstration video coming next week!
Legionnaire attack animations have been adjusted to make it easier to recognize light and heavy attacks.
Decreased sound effects volume when Bloodlust is active.
Pause and Debug menus can be closed with the button pressed to open them (Thank you Temuldjin).
Performance
Fixed an issue where shadow computation was unnecessarily expensive when in Ethereal and Spectral states.
Balance
Legionnaires now have a pursuit timeout for their attacks. If they have been moving into their desired attack position for too long, while in attack range, they will attack instead of continuing to circle.
Legionnaires will now enter the arena faster.
Increased the speed at which the vampire turns and moves.
Increased rend stability damage to ~300% of previous value and increased armor damage by 100%.
Decreased sword attack stability damage by ~25% from the previous value.
Added life leech to every vampire attack in Physical form.
All ethereal states now cost the same mana, an ~51% reduction in cost from the previous values.
Added a short delay before mana degeneration starts upon entering mist form (2s).
Reduced Rend mana cost by 30%.
Tarot card hotkey binding icon will now fade out when skill has insufficient mana.
Bugfixes
Fixed an issue that allowed the player to move when the vampire’s movement should have been locked in place.
Fixed an issue where bloodlust sigils could become improperly activated after a cutscene plays. (Thank you Jaina Chaosweaver of Fate)
Fixed a bug causing shadows to flicker around dynamic lights.
Fixed an issue where dodge would always be in the forward direction. The intended behavior is that if you tap any movement direction, then press dodge, it will dodge in that direction.
Fixed an issue where Vampire’s hit react and run state don’t always coincide.
Fixed an issue where shadows would not render in a small region on the far cave walls from a specific combination of camera position and angle.
Fixed an issue where using mist form would cause the character to get stuck in the idle state for a short amount of time after the dodge animation is completed.
Legionnaire’s walk and run animations have been refined.
Mix changes for shield hit sound effect.
Mix changes for Vampire dialogue lines.
(Thank you Sailor Midgard)
Updated keyboard bindings UI image. (Thank you Jerion 'Wyverntamer' Kràl)
Adjusted the player’s movement and animations to better fit with how the character should move through the world.
Legionnaires will now ragdoll when they die.
Vampire footsteps now leave bloody trails and imprints in blood pools.
Bugfixes
Fixed a bug where player input would not be registered properly on the radio plays menu.
Fixed a bug that would occasionally make the cursor hidden when opening menus.
Fixed a case where hitting a dead character would cause the character to re-animate under certain circumstances.
No longer allow cutscene to be triggered additional times while already playing. (Thank you Sailor Midgard)
Balance
Input duration required for entering mist form increased from 0.2 seconds to 0.4 seconds. (Thank you Jerion 'Wyverntamer' Kràl, Sailor Midgard, and Temuldjin)