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Patch Notes (Improved Enemies, Hints, Tons of tweaks, Bug fixes, etc.)

After watching countless vids, I saw that for many players, the behaviour of the Blessed Deadman was the furthest thing from my desired gameplay experience. Instead of being a perfect enemy for experimentation, they turned out to be a bottleneck for your creativity. And that is NOT what Shady is about!

The following changes don't affect high-level play, as you still need to use as many moves and abilities as you can for a stylish play, and the enemies aren't weaker, but I hope they will make the game more enjoyable for all players, and help new players get to the true shady experience I indented to make since the day one of this project!

[h2]Enemy Improvements[/h2]
Blessed Deadmen
  • They won't block EVERY frontal attack! Combo your moves and show them your wrath: Slash then Kick, Throw-a-Sword then Grapple. The old weaknesses are in power i.e. throwing a barrel or striking from behind are always reliable options!
  • They won't launch a projectile from behind.
Blessed Spiders
  • Increased delay before explosion,
  • Slightly better visuals for differentiation. There will be a better readability improvement for all blessed enemies in one of the future updates.
Regular Lancers
  • Regular Lancers won't use the Skyfall Strike anymore, they're already an intense enemy and you should have a chance to learn their base moves first,
  • There's a hint on how to deal with the Skyfall Strike on Carcass before you meet the first Blessed Lancer.

[h2]Other Improvements[/h2]
  • Taking damage won't stop you from finishing a level with S RANK, a good game is a good game! Only SS and SSS RANKS need no damage!
  • Thicker collider for ZipChains, as most of the time you land on them with a high fall momentum,
  • Slightly thicker collider for the Climb Chains,
  • Kicking a barrel/object now stuns an enemy, to make this move a bit more special compared to the easier-to-perfom object throw!
  • Fixed consistency of the boat launch. The arc when entering a level for the first time (the boat cutscene) was slightly different from subsequent runs.
  • Slide Slam has increased distance and angle to make slide slamming more doable/fun mid fight.

[h2]Fixed Bugs[/h2]
  • infinite Chained Dropkick (when an enemy dies during the dropkicking)
  • inconsistent boat launch. The arc when you first time enter a level was slightly different from the next ones due to boat arrival cutscene.
  • Fixed bug when combo x99 and higher would break the Arena

[h3]Improved levels[/h3]
  • Added more necessary gameplay hints for the last two hubs.
  • Slightly improved Nexus layout with a clear indication of which hub portal is the next one.
  • Once you've completed a hub, you'll see a warp point next to its entrance portal, allowing you to warp to the exit in the blink of an eye!
  • The last parkour challenge Living Stairs was impossible! SORRY if you tried to complete it, I know you were flawless! The level layout was improved. The shadow has a correct target time.


There are many question regarding adding a complete move-set list to the game, a sandbox arena, etc. so I think my next post will be a roadmap / my plan for the first content update.

I need some time to recharge and play some amazing demos now.
[h3]As always thank you for playing and for all your amazing reviews!
[/h3]

Yours,
cptnsigh