HomeGamesUpdatesPricingMethodology
Steam News8 November 20205y ago

Pre-alpha test patch - big changes!

Hi all, I have spent the last week making major changes to combat, some optimization and more bug fixes. Combat Changes Combos I have introduced combos in Mortem.

Full notes

Full Mortem: Fallen Kingdom update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes5 additions6 changes0 removals
  • Performance
  • Gameplay
  • Balance
  • UI and audio
changedI have spent the last week making major changes to combat, some optimization and more bug fixes.
addedCombos I have introduced combos in Mortem. This allows you to weave light and heavy attacks to form combos. You can dodge cancel out of an attack after it has landed, which can then go into another dodge attack. This adds a lot of fluidity to combat and ties in with a few mechanics I have introduced. Try it out and see what combos you like!
addedThe magic beam ability currently requires full mana charges to use. This and along with other ultimate when added, will do more damage the more charges your character has
changedRiposte finisher This skill is very early in development, however it is functioning. If you have one adrenaline bar, the enemy is less than 50% health and you parry their attack. A notification will appear to "Execute". Press "E" and you will perform the riposte finisher which drains the life from the enemy and charges your magic (as well as giving you some health)
changedCharged heavy attack This speaks for itself, hold heavy attack to perform a charged heavy attack. Release when you see the charged VFX for maximum damage, very good for breaking shields. If you time it incorrectly you will not get the damage bonus
addedShielded enemies Enemies with shields now have a stamina bar. If your attack hits their shield, you will do no damage to their health but damage their shield. Shields can be broken and you can maneuver around them to hit the enemy from the side. I will be introducing other abilities such as kick, to knock them off balance.

Hi all,

I have spent the last week making major changes to combat, some optimization and more bug fixes.

Combat Changes

Combos I have introduced combos in Mortem. This allows you to weave light and heavy attacks to form combos. You can dodge cancel out of an attack after it has landed, which can then go into another dodge attack. This adds a lot of fluidity to combat and ties in with a few mechanics I have introduced. Try it out and see what combos you like!

Adrenaline and magic changes Adrenaline is now used for abilities. Each ability will use one charge of adrenaline. Your normal attacks will generate adrenaline. Magic abilities will use a similar system and uses magic charges. Currently there are a few ways to generate magic. 1 - Kill an enemy with your buff sword skill active 2 - Absorb magic at a shrine (gives full charges) 3 - Use the riposte finisher which is detailed below.

The magic beam ability currently requires full mana charges to use. This and along with other ultimate when added, will do more damage the more charges your character has

You will be able to unlock more adrenaline or magic charges as your character progresses

Riposte finisher This skill is very early in development, however it is functioning. If you have one adrenaline bar, the enemy is less than 50% health and you parry their attack. A notification will appear to "Execute". Press "E" and you will perform the riposte finisher which drains the life from the enemy and charges your magic (as well as giving you some health)

Charged heavy attack This speaks for itself, hold heavy attack to perform a charged heavy attack. Release when you see the charged VFX for maximum damage, very good for breaking shields. If you time it incorrectly you will not get the damage bonus

Shielded enemies Enemies with shields now have a stamina bar. If your attack hits their shield, you will do no damage to their health but damage their shield. Shields can be broken and you can maneuver around them to hit the enemy from the side. I will be introducing other abilities such as kick, to knock them off balance.

Ragdoll I have now introduced ragdoll for AI deaths. They are blended with animations to stop anything crazy, but gives enemy deaths a nice extra impact.

Dodging If you press the dodge button once, you will perform a quick step. If you press it whilst not moving or holding forwards you will dodge forward allowing you to perform a dodge strike (light or heavy). Quick step costs less stamina, but has a smaller invincibility window. Double tapping the dodge button will perform a roll.

Hot key changes Currently I have not implemented custom hot keys, however from demand. Space bar is now dodge and left shift is block.

Parry There is now a parry animation to better help you timing your parries

Stamina Changes have been made to stamina and a pause has been added to regen whenever an action is made. Blocking will pause regeneration until block is released. Light attacks will generate stamina if you land an attack.

Gameplay changes

Inventory and looting From feedback demand, when you press E to loot, it will loot all items within the container and they will appear on your UI to show what has been looted.

AI

Source

Steam News / 8 November 2020

Open original post

Changelog.gg summarizes and formats this update. How we read updates.