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

Shady Knight

Shady Knight is a first-person skill-driven melee action game centered around swift swordplay, acrobatic archery, and fluid platforming that seamlessly blends combat and parkour skills into a stylish dance of death full of creative chaos.

After watching countless vids, [b]I saw that for many players, the behaviour of the Blessed Deadman was the furthest thing from my desired gameplay experience.[/b] 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] [b]Blessed Deadmen [/b][list] [*] 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. [/list] [b]Blessed Spiders [/b][list] [*] 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. [/list] [b]Regular Lancers[/b] [list] [*] 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. [/list] [h2]Other Improvements[/h2] [list] [*] Taking damage won't stop you from finishing a level with S RANK, a good game is a good game! [b]Only SS and SSS RANKS need no damage![/b] [*] 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, [*] [b]Kicking a barrel/object now stuns an enemy[/b], 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. [*] [b]Slide Slam has increased distance and angle[/b] to make slide slamming more doable/fun mid fight. [/list] [h2]Fixed Bugs[/h2] [list] [*] 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. [*] [spoiler]Fixed bug when combo x99 and higher would break the Arena[/spoiler] [/list] [h3]Improved levels[/h3] [list] [*] 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! [*] [spoiler]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.[/spoiler] [/list] 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