Death is not the end: defeat infernal foes until you die and carry on the fight with your eternal soul and memories in a new body!
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[*] When participating in the Beta test, all difficulty levels, characters, Mastery and Training skills along with all weapons and their respective attributes will be unlocked.
[*] Changes/additions to combat systems.
After performing an aerial attack during your first jump, you may now perform another set of normal aerial attacks or a unique action upon double-jumping.
*Unique actions that bring the user to the ground are unaffected by this change.
[*] Adjustments to the Flash mechanic.
Triggering Flash on a non-boss enemy will now also trigger the Lethal Slay or Rampage effects depending on the weapon used.
Lethal Slay: Deals a percentage damage of the target's health scaled to the selected difficulty. In all difficulty levels up to the newly released Devotee difficulty, enemies that are suspectible to Lethal Slay upon triggering Flash will be defeated in a single hit.
Rampage: Each time Flash is triggered on an enemy, the amount of damage that enemy will receive from further attacks gradually increases. The damage modifier imposed on the enemy will remain until the playable character is struck by any enemy. This modifier also applies to the normal attacks of certain weapons that do not trigger Flash. Training skills count towards the overall effect of Rampage.
*No changes have been made to triggering Flash on bosses.
The distribution of Flash effects between weapons is as follows.
Lethal Slay: Triggered by Katanas, Bludgeons, Battle Umbrellas, Whips and Polearms.
Rampage: Triggered by Spears, Dual Wield Weapons, and Gauntlets.
[*] New audiovisual effects will now appear when Flash is triggered.
[*] Adjustments to the Parry system.
Damage Absorb, Projectile Parry, and Counter Slash have been newly implemented. These mechanics can be utilized by weapons that possess guarding moves, with Damage Absorb being a unique mechanic of Battle Umbrellas and Counter Slash being a unique mechanic of Polearms.
The Projectile Parry effect can be utilized by both Battle Umbrellas and Polearms.
The effects of each mechanic are as follows.
Damage Absorb: Heal for an amount based on the player character's maximum Vitality upon a successful parry.
Damage Absorb cannot be triggered until a certain interval of time has pased since it was previously triggered.
Projectile Parry: Reflect enemy projectiles when using Parry at precise timings.
Note that Projectile Parry has no effect on certain enemy projectiles.
Counter Slash: Increase damage inflicted by a player's first hit for a limited amount of time after successfully guarding from an enemy attack.
[*] Adjustments to how guarding with the Battle Umbrella and Polearm functions.
Damage received when utilizing a unique action with a guarding function has been significantly decreased.
Guard breaks have been adjusted to now occur more frequently.
[*] Polearms have been added as the new main weapon. Polearms have Parry as their unique action.
Polearms are extraordinarily well-rounded weapons that have high damage output and substantial reach, while also being able to guard, parry enemy attacks, and grant Counter Slash with their unique action.
[*] Talismans have been added as the new subweapon.
Talismans grant passive effects when they are equiped, but do not have any active modes or triggers.
Make use of the various empowering secondary effects that Talismans provide to tackle any situation.
[*] Balance changes to weapons.
Bludgeons: Base damage values have been significantly increased.
Gauntlets: Base damage and Break damage values have been significantly increased.
Enemies are now launched at an adjusted direction and height by the 4th normal attack strike, allowing for easier follow-up aerial attacks.
Battle Umbrellas: Enemy attacks inflict less damage while you are guarding.
Matchlocks: The base damage value and damage per rank have been reduced for Nationfeller, the Great Cannon.
Explosives: Base damage of all Explosives has been reduced.
Caltrops: It is now possible to strike aerial enemies.
[*] Adjustments to Demonization.
Demonization effects are no longer subject to a time limit.
Demonization effects no longer disappear after clearing a boss battle.
[*] Added new action patterns to certain enemies who approach the playable character on the ground.
[*] New enemies Tremor Pillbug, Baboon, and Mad Scorpion have been added.
The newly added enemies will appear from the Devotee difficulty onwards.
[*] Stages have been changed to now include traps placed at random locations.
More traps will be placed when the game is played at a higher difficulty.
[*] Added a 5th selectable difficulty, Devotee.
[*] Adjusted the parameters of enemy bosses.
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Hotfix (March 18, 2022)
Fixed certain bugs found in the beta test version (V1.1.0_β).
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[*] Fixed an issue in which the Flash bonus damage did not apply when triggering Rampage
[*] Fixed an issue in which the bonus damage on normal attacks provided by Rampage became higher than its intended value.
[*] Fixed an issue in which the number of hits needed to trigger Demonization was set to a higher value than intended.
[*] Fixed an issue in which the Berserker form of Mad Scorpian did not drop a Soul.
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