
Added slow time effect upon parrying, stance break, and death.
Fixed bugs relating to on-parry effects occurring more times than intended.
Some visual tweaks.
Parrying now makes enemies “forget” some of your moves. (This does not apply to parry response actions.) Additionally, stance break completely wipes their learning rate.
Restructured how parry interactions work:
There are 5 categories: Always Lose < Light < Medium < Heavy < Never Lose
Most player attacks will only be interrupted upon losing a clash, while most enemy attacks will be interrupted upon draw or loss.
Regardless of win or loss, stance damage and stance regeneration is still applied.
“Always Lose” attacks, like the name implies, will always lose against any parry.
“Never Lose” attacks are the highest possible strength, and cannot lose against any parry interaction. Enemy parry actions typically fall under this category and have no interruption.
Uniquely coloured VFX has been added on each character upon parry. The effect varies for the player depending on the outcome of the clash, and so the enemy effect becomes more prominent when losing a clash and having the less flashy VFX show up.
Some examples:
Player Attack Category
Parry Tier
Basic Attack
Light
Charged Attack
Medium
Kick
Medium
Iai Stance
Medium to Never Lose
Petalfall Dance (Uncharged)
Light
Petalfall Dance (Charged)
Heavy
Please note that not all attacks have been reviewed yet, as there are plans to overhaul some bosses.
(You might also notice that Louise has new weapon models now. Since it's been over a year since I made her, it's time to revisit and touch her up now that I have a better idea of what I'm doing. )