*CHECK THE GUIDES FOR INSTALLATION INSTRUCTIONS, THERE IS ALSO A FAQ DOCUMENT SHOULD YOU ENCOUNTER ISSUES, I HIGHLY RECOMMEND READING AND DOING EVERYTHING STATED FIRST BEFORE ESCALATING THE ISSUE* THANKS!
Hi everyone!
So finally i can say it's in a direction where i am pleased with it and share it to Everyone!
i know there were requests of a suicide version but it isn't stable just yet, though what 5.7.7 has right now is that aggression system is more structured and better, there are currently 3 phases of NPC agression with the last phase where hp is low has enemies getting more aggressive with faster barrages and more direct combos
the aggression system is also different per enemy, what this means is that high level enemy has triggers a higher aggression on higher hp rather than low level scrubs who get easily complacent!
also i haven't ignored the reports, i just didn't have the time to respond with all these features i really wanted to make but i worked on some of them, especially for non CGO users and the left hand bugging out on 2h weapons, they're now fixed as confirmed by testers! There will be no need for nemesis PCEA anymore for this
and here's what many have been waiting for, which is the DAR based reaction system! it's finally here, so what i wanted to focus on for now was good game design and combat design, i didn't want to make it too op but also, i didn't want it to not have any impact in game. the reaction system as promised will vary per enemy level. And depending on their levels, the gravity of the impact will depend on how much HP they have,
may be I'm getting old, or may be my imagination is dying, but i'm tired with combat being monotonous for the whole fight, I love combat sports, I love pro-wrestling too, i love it when a fight tells a story and not just a means to an end
you can steamroll your way through scrubs or those not skilled enough in either 1 or 2 handed skills, i tied it to the 1/2h skill instead of the armor because it was easier to balance other enemies such as mages and archers, now they wont persist to cast or shoot when you close them down,
but this changes once you fight some bandit chief with a warhammer, now the guy doesnt flinch easily so you need to poke him first with charged attacks, arrows or anything before you get to maul him like you did the rest
Anyways that's all for 1.0 but I can say that i don't have plans to stop there, there's still many features I want to implement, there's huge potential with stances, magic, specific enemies and whatnot, though the resources we have right now don't have certain features to support what i want to implement, It may take me a bit to find some solutions
Anyways thanks again! And happy modding!
Ryan Pennington
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