I've reworked melee combat to make fights more strategic and readable. Incoming attacks are now automatically parried if you aren't mid-swing yourself.
Full notes
Full Falling Limbs update
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What changed
0 fixes3 additions3 changes0 removals
Gameplay
Balance
changedI've reworked melee combat to make fights more strategic and readable.
changedEach parried attack reduces your block meter, so you can't defend forever. The block meter refills when not attacking.
addedEvery weapon now has three attacks based on how it's actually used in its school of training.
changedYou can charge your attacks for higher damage and greater block meter reduction.
addedA new push mechanic forces your opponent back and into weapon range, especially useful for long weapons. Or if your enemy is close to a cliff edge, of course...
addedI've also been deep in building the campaign . We have a structure, a cast of characters planned out and a new home base taking shape. More on that soon, but if you like your updates extra hot, you're always welcome in the discord.
Falling Limbs changes
changedI've reworked melee combat to make fights more strategic and readable.
changedEach parried attack reduces your block meter, so you can't defend forever. The block meter refills when not attacking.
addedEvery weapon now has three attacks based on how it's actually used in its school of training.
changedYou can charge your attacks for higher damage and greater block meter reduction.
addedA new push mechanic forces your opponent back and into weapon range, especially useful for long weapons. Or if your enemy is close to a cliff edge, of course...
I've reworked melee combat to make fights more strategic and readable.
Incoming attacks are now automatically parried if you aren't mid-swing yourself.
Each parried attack reduces your block meter, so you can't defend forever. The block meter refills when not attacking.
Every weapon now has three attacks based on how it's actually used in its school of training.
You can charge your attacks for higher damage and greater block meter reduction.
A new push mechanic forces your opponent back and into weapon range, especially useful for long weapons. Or if your enemy is close to a cliff edge, of course...
I've also been deep in building the campaign. We have a structure, a cast of characters planned out and a new home base taking shape. More on that soon, but if you like your updates extra hot, you're always welcome in the discord.