Patch Notes: Version 1.29

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.

Hello everyone, This patch contains a few mechanical and AI tweaks. Blocking from behind has been buffed, and enemies now have slightly better tracking. This should barely affect lower-difficulty enemies, but higher-difficulty enemies (mostly bosses) won't be as easy to cheese by just walking backwards. Skilled AI can still be baited into missing, but it will require more careful use of footwork and distancing. The dodge has also been nerfed very very slightly, which should make mixups more effective on dodge-heavy enemies. I have also added a small popup icon for the native achievements system, in preparation for launcing on GOG. There are a few other changes I've been experimenting with, but I didn't want to further delay this patch, especially since I noticed the bug with the blood canvas on Mountain. Thanks for reading. ------------------ Version 1.29 Fixed the blood stain canvas stopping too short in Mountain. A charged attack now adds some extra hit-stop to the receiving player when blocking or being parried. Adjusted the enemy AI: - Enemy tracking has been improved. Enemies will have a more realistic impression of how close an attack will land, and will be less likely to attack/parry/dodge when out of range. - Enemies are now better at landing their charge attacks. They can still be whiff-punished, but high level enemies will require more careful footwork and timing to bait them into whiffing. - Repeatedly attacking from the same height will make enemies more defensive and increase the chances of the enemy performing a counter. Mixing up your attack direction will reset this counter back to normal. Swords will now briefly flash when the wielder has reached full-charge. Counter-attacks when blocking from behind now come out faster. Attacks can now be parried from behind using the attack windup frames, skipping the block for a quicker normal attack. Holding a counter-attack instead of performing the counter will now rapidly increase the charge of the held attack. The iframes for the dodge now start very slightly later. Native achievements now have their own pop-up.