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Full ENCHAIN update
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Repeated intro
Hey crypt dwellers, a new 0.3.0 update has been published for the demo. As you know, Early Access has been delayed to 2022. To make up for that (and to get feedback) I wanted to release yet another "final" demo update before the new year, with all the core redesigns I've worked on since summer. My goal was to fix all major issues and streamline gameplay to make the experience as pleasant as possible. I'm pretty happy with the state of the demo now, and I should be able to move on to making mostly new content again. The major changes are grouped into either Combat or Movement below.
What changed
- Gameplay
- Balance
ENCHAIN changes
Combat Overhaul
Something I definitely wanted to polish up before release was the combat system. This was one of the earliest things I developed in the game, making it a couple years old by now. The roots have been stripped out and redone to be more fun to play with and less awkward.
Stamina has been refactored to be more consistent and balanced. Expect the combat to feel slightly different. Also including a redesigned stamina bar with stun, knock, and launch thresholds shown as darker colored bars: For those who want details, here's how the redesigned stamina system works: [expand] All attacks and weapons have separate base damage, knock damage, and launch damage values.
At full stamina, enemies can move and attack freely; past the red stun threshold, enemies will be stunned for a moment, opening themselves up to knock damage; past the knock threshold enemies will be juggled in the air and become grapple-able; dealing launch damage past the final launch threshold will throw them until either they hit a wall or slow down. [/expand]
Enemies now always use the full physics system (instead of being stuck to the ground/navmesh) meaning they can get pushed off ledges and generally move around more.
The enemy attack system has been improved, giving me more tools to make interesting attack patterns.
Lantern parry is redesigned. Before, you just had to hit an enemy with the lantern at any point during their windup animation to instantly stun them. Now, parries only work during parry-able attack frames, included in certain enemy attacks. There is a visual to indicate this mechanic:
Lantern melee attack is added, which is automatically triggered when throwing the lantern at close range. It has slightly more damage and knockback than normal lantern hits. Also instantly grabs enemies out of the air.
Movement Features
There were many movement quirks that players have had trouble with that I wanted to address before release. Fixing these really just required a bit more additions to the system, rather than uprooting everything. Except for the grapple hook pull.
Grapple hook physics have been redesigned. For the pull, a more simple calculation is made that always pulls the player in the actual direction of the hook, rather than some arbitrary upward direction. Plus, the strength of this pull is tied to the player's movement direction and speed, allowing the pull to be useful in a variety of orientations (also gives some pretty ridiculous speed boosts if you know how to time it). I also made it so that the hook range is longer when thrown horizontally, but still the same length thrown vertically. This change to the grapple is a large part of why I wanted to spend time on yet another free demo update. I want to hear what you all think of this new grapple pull, and what still might be able to be
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