Patch Notes: Version 1.26

First Cut: Samurai Duel

Every strike is lethal in this blood-soaked sword fighting game. Slash, clash, parry, dodge and watch limbs fly. Choose your move carefully - the first cut is also the last.

Version 1.26 Killing an enemy now grants a brief moment of faster stance-changing, in addition to the pre-existing run boost. Fixed a blending issue with the haori colours and the skin. Addressed an issue with severed parts from off-screen not updating their animations when they come on-screen again. Reversed the shove priority between two shoving characters - the shove which was initiated first now has priority. If the shoved target is also in the shove state the effect of the shove will be reduced. Added additional non-collision frames between player bodies when one has just left the dodge state to allow for better maneuvering. Adjusted the parry-system to prevent inconsistencies between charge-levels. Increased the pushback distance of a clash between equally-charged strikes. Lowered the window in which the AI can react to the shove (the extra windup last patch made them much better at doing so). Adjusted the character collisions to prevent enemies getting stuck when walking into hiding enemies. Fixed the Ronin achievement after messing it up in the last patch, sorry. The boss in the Tunnel now flashes red instead of white when countering to make it easier to spot when only the sword is visible. Fixed footstep sounds not resetting to default when switching stages. Adjusted the turning stat again. All enemies now have a fixed minimum amount of frames before they're able to turn around, which scales with their skill level.