First Cut: Samurai Duel · published
Hello everyone, patch 0.26 is finally ready for release.
The main focus this patch, besides fixing a bunch of things, was improving Scenario Mode.
Scenario Mode now has a proper menu, with mission selection, mission descriptions, difficulty selection, and access to the Extras menu. The difficulty selection is a new feature which will modify the difficulty of each enemy in the stage, while retaining their fighting style and skill-level relative to eachother. The highest difficulty also adds some extra modifiers to be extra cruel. In future I'd like to continue improving this feature to adjust the number of enemies and their placements.
Scenario Mode now also has a dynamic camera which will frame all on-screen enemies, drifting forward to show upcoming enemies or behind to alert the player to ambushes. I think it's a big improvement for gameplay and making the action more cinematic. It's not quite perfect yet and I'll probably continue tweaking its behaviour in future.
The Dojo stage is now about 80% complete. There are a couple of rooms without enemies yet, but I didn't want to delay this patch any further. I'll be placing those enemies in the next patch. The stage has a boss at the end too - with a special ability to make the fight extra interesting.
I have also re-introduced the Cave stage, with all-new art assets, an exterior section, and unique room layouts. It's currently missing enemies, except for the boss who can be found at the very end. Once again I have given him a special ability.
Speaking of which, 'bleedout' can now be toggled from the Extras menu. Characters will be wounded and slowly bleed-out instead of dying instantly to give them a chance for revenge before they fall down.
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Beta: 0.26
Gameplay Improvements & Changes:
The Scenario Mode camera is now dynamic and will adjust its position based on all on-screen characters.
Added 'Gameplay Options' menu. Mouse turning can now be toggled. An alternate dodge control scheme can be enabled. Auto-turn can be toggled during Duel mode.
Higher-level enemies can now interrupt their emotes to block attacks and prevent cheap kills.
Run speed now slowly increases over time.
Added difficulty selection to Scenario Mode. This will modify the skill level of each enemy to increase and decrease the challenge. The highest mode also spawns additional enemies.
You can now toggle UI visibility with F1. The 'beta' watermark will remain onscreen until release though.
Additional Content & Visual Changes:
Improved Dojo Scenario. Added additional rooms, enemies, and a boss with a special skill.
Completely rebuilt Cave Scenario layout. Still needs enemy placements.
Added 'Cliff' stage.
Adjusted the Sky stage background.
Redesigned the cave background.
Added Bleedout Mode to Extras.
Tweaked the kill system. Now swinging the sword horizontally will hit the neck in one direction, and the stomach in the other, instead of being random.
Bandit boss now emerges from the shack entrance. Enemies can now arrive via the background like this.
Added some additional sound effects / made footstep sounds a little louder.
Scenario Mode now uses curated music instead of random selection.
Bugfixes & UI Improvements:
Improved the Scenario Mode selection screen. Added mission select, segment selection, difficulty modes, extras, and a mission description.
Fixed blood not staining correctly in scrolling maps.
Fixed issue where characters who die off-screen remain standing and frozen.
Fixed more issues with the background / stencil system (and lost years from my lifespan in the process).
Fixed player rendering errors when cut in half - vambraces hanging in the air, gloves not showing, limbs not rendering, overlay not showing, etc.
Fixed forest shadows on the player moving in the wrong direction.
Fixed visual issues with the Bloody Black & White Mode.
Fixed player's sword not showing its blood when moving rooms.
Improved fog distribution in Scenario Mode.
Improved layout of the Stats screen.