Patch Notes / New AIR PARRY, Enemy Behavior Improvements, Bug Fixes

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.

Hi everyone. Let's start with the fun things first. [list] [*] [h3]NEW Air Parry[/h3] You can parry a jumping enemy in the air by holding a strike. I've been thinking about how to reduce the unfairness of some mid-air collisions with enemies. The main point is to help with unexpected enemy jumps, but nothing stops you from using it as an actual move. [img]{STEAM_CLAN_IMAGE}/37562106/a2a21dc4e170e9bac8a58150d49077895e395e93.gif[/img] [*] Touching an enemy during a sword air strike will force you to land (if possible) to avoid losing momentum. It's a subtle change, but if you've ever bounced or slipped off an enemy's collider while delivering a powerful overhead chop, you'll notice the difference ;) [*] Added an option to tweak the duration of [b]Focus On Damage: 3s, 2s, 1s or OFF[/b]. The new option can be found in Pause Menu > Options > Gameplay [img]{STEAM_CLAN_IMAGE}/37562106/276162fbcae0afe70c9952a0f3c7d2d31feec14c.png[/img] [*] Burning enemies are counted as DEAD when the orb is destroyed. As with falling enemies, you don't need to wait for burning enemies to die if you want to be fast and flawless! [*] [spoiler]You can revisit the endings at any time by pressing 'Continue' on the Results Screen after completing the final levels (Broken Knight, One Hundred).[/spoiler] [/list] [h3]New Enemy Behavior Improvements [/h3][list] [*] Heavies can't use their bash (step forward) strike while you are in the air (to prevent unfair bounces) [*] Lancers can't roll towards the player when too close (to prevent unfair damage) [*] Fixed inconsistency with grappling knocked down heavies [*] Enemies can only jump on and off platforms one at a time to prevent unfair jump spamming. Combined with the new Air Parry move, you now have far more chances to recover from an unexpected mid-air collision! [/list] [h3]Bug Fixes[/h3] [list] [*] Fixed sleepy knights. Some enemies weren't able to stand up if there was a barrel or something nearby. [*] Fixed bug where a falling enemy would trigger Terminal Velocity multiple times. [*] Fixed a rare bug where Enemy Introduction Arenas (the first level in Hubs) would end before the last enemy was killed. [*] [spoiler]Fixed Broken Circle ending below 100[/spoiler] [*] [spoiler]]Fixed ONE HUNDRED achievement if you beat the arena but didn't get the achievement. Try replaying the arena. you'll get your achievement if the arena was completed before.[/spoiler] [*] [spoiler]Fixed FLOWRIDER Achievement. It was working, but required you to do one of the trials again before the achievement would be granted.[/spoiler] [*] other smaller fixes. [/list] Now I really want to get into making a new practice arena and improving the Style Point UI! I'm not always able to react to all the comments under patch notes but be sure I read every single one. Once again thank you for all your support! <3 Yours, cptnsigh