Major Update - Patch 1.3

Griefhelm

Griefhelm is an award-winning party game with lethal medieval weaponry. Skewer your friends, deflect their blows, and push your advantage in local and online multiplayer. Find some friends and cut off their heads!

[h1]Patch 1.3[/h1] Hey there! We've been hard at work making improvements and additions to Griefhelm since launch. Based on community feedback, we've focused on combat feel, hit detection, and adding more interesting options to the combat experience. But we also found time to add a new game mode that we think you'll love. We've departed from the original content update schedule a good bit, so we'll get an updated calendar soon. But we plan to continue making improvements to campaign and multiplayer through the end of year at least, as well as adding content well into next year. Hope you enjoy! [h3]Gameplay Enhancements[/h3] [list] [*] New Ability: Dash [*] Players are able to dash or dodge backward or forward with Left Alt (LB on Xbox Controller) [*] This can be used to move away from an opponent to avoid a swing, or through your opponent to force your opponent to turn around [/list] [h3]New Ability: Dagger[/h3] [list] [*] Everyone has a dagger equipped at all times [*] Press Z (B on Xbox Controller) to drop your weapon and pull out the dagger [*] After the dagger has been pulled out, it cannot be put away [*] Dagger cannot be used to block incoming blows [*] Dagger increases movement speed while out [/list] [h3]New Gamemode: Battle[/h3] [list] [*] Available in Campaign, Encounters, and Online Custom Matches [*] Two teams with large groups of AI fight for control of the map! [*] In Campaign, this gamemode is a prerequisite to fight Leaders [*] Player must capture points to progress through the map, fighting groups of enemies [*] Capture points heal the player’s team and replenish fallen teammates [*] If the player’s whole team is slain, the player loses [/list] [h3]Massive overhaul to the combat/movement system as a whole[/h3] [list] [*] Weapon hitbox changes across the board [*] Shoving/kicking is now possible immediately following a successful block [*] Attacks should now blend into each other more accurately and fluidly [*] You can now buffer other inputs and attack while turning your knight [*] Knights occupying the same space should now automatically distance themselves [*] Knights on mounts now backpedal much more slowly [*] Other slight tweaks to movement and combat to improve game feel [*] The audio that plays when the non-lethal part of some weapons strike an opponent has been updated [/list] [h3]AI and Campaign Changes[/h3] [list] [*] Team-based Campaign nodes should now only generate as a 1v1 or a 2v2 [*] Depending on the gamemode, AI in Campaign should now use the perk that is shown to be that node's reward, where applicable [*] Fight enemies with flaming swords, mounts, or damaging shoves! [*] AI should now adopt various fighting styles, and fight differently at different times [*] AI can be disarmed and forced to pull out their dagger [*] This can be done if the player strikes their weapon right as they finish an attack [*] This change is experimental - we want to see how players react to this change before making further adjustments [/list] [h3]Map Changes[/h3] [list] [*] Beach: New terrain and background elements [*] Throne: Gaps have been sealed and replaced with stairs [*] Woods: Reduced foreground elements [*] Crypts: Reduced foreground elements, updated hazards with new visuals [/list] [h3]New Armor[/h3] [list] [*] This can be unlocked through a duel with a new Adversary [/list] [h3]New Plume[/h3] [list] [*] This can be unlocked through a duel with a new Adversary [/list] [h3]Bugfixes[/h3] [list] [*] Fixed a bug where the host was forced to spectate multiplayer matches in certain instances [*] Fixed a bug that stripped a knight of certain stats when respawning in Tug of War [/list]