Full notes
Full Nekurogahara: Psycho Ronins update
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What changed
- Gameplay
- UI and audio
- Store
Nekurogahara: Psycho Ronins changes
This update fixes a problem I've been meaning to get rid off for a few months now, and it was just a variable not updating: in Nekurogahara there's always been 8 movesets per weapon generated semi-random from a database of moves, but the bug prevented registering the character stance being left or right based on which foot is forward, so...
This update introduces the concept of Stances (left or right)
there's a moveset for each arm (2), for each stance (2), for dual handed (2) and single handed (2)
some attacks will update your stance which will give you access to a new moveset with its custom properties (combo starters, finishers and defense type) (your combat actions Ui will update in realtime, so make sure to check it out)
not all attacks update your stance; there's 4 ways to visually describe an attack: stationary, quickstep, turn-around, and opposite-side ---- opposite-side will always update your stance, the rest are not guaranteed and it depends on the visuals of the attack
you can update your stance from neutral by dashing (sets the opposite stance) (remember you can cancel dashes, sidesteps and backsteps instantly with any other action)
I'm aware this introduces another layer of difficulty to combat as now you'll have to manage more moves per weapon, but this was always intended and it helps maintain consistency with animations since this fixes snapping when playing attacks.
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Also re-added the option to select camera angle (this was implemented from early on, but I was finally able to review it) ---- find camera angle options in the options tab in the main menu (it's set to Centered by default) - Centered keeps camera focused on the character - Dynamic updates the angle based on player speed (idle and walk speed use the traditional cinematic angle)
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Main menu's structure had to be updated to accomodate the added options
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Misc:
added vfx/sfx to notify when a hit dealt no damage (character has a helmet, or Asura Skin special is active; you will see "no damage" on text and a small blue explosion effect on the victim)
found a workaround to prevent stopping motion related montages while swapping movesets (smooths animation blending; see link for the before and after - https://youtu.be/OHVYdl4MDKU?si=HER7I6ltus821MaG) (this was also a long time coming)
increased the size of weapon hitboxes to help thrust attacks connect when too close to the target; it doesn't affect footsies gameplay
fixed a bug that caused the player to be unable to complete the weapon combat tutorial during the defense section, and the Ai enemy being able to complete it under specific conditions
added a focus camera to help realize when Asuras granted an audience
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Thanks for playing the game, and don't hesitate to report bugs on the discussions' post about bugs.
Source
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