These things don't always work out, we've a hit a few dead ends in the past, but this was a huge success on many fronts. Our plan looked promising, and we decided this was too important and had to be attempted. If characters could move freely and without pausing the combat would be much more dynamic, faster paced and responsive. Making the movement physics driven, reactive, somewhat realistic and responsive to the player all at the same time is something we've always battled with, without a clear idea of what might ultimately be possible.įor a while now we've been trying to figure out how to fundamentally change the movement so that it's not limited to a fixed step pattern and returning to stance before moving again. Movement and footwork are the foundation of the entire combat and probably the single thing we've iterated the most on. We will continue to improve the game after full release, but it's good to check some of those boxes. The major content goals for the game are now few however, and our road map to 1.0 includes a whole lot of gameplay and quality of life additions, many of which we've now covered here. With the game being in uncharted territory it's hard to imagine a time when it won't seem like things should or could be improved, and constant community feedback and requests ensure our to-do list is always growing. We've been through a lot of major development hurdles, making our own engine, tools and complex unique game systems, exploring with players the implications of these fundamentally different approaches and how we can make the most of them. These are transformative changes and we're excited for what it brings to the combat and what it allows us to do going forward as we finalise more skills, itemisation and gameplay features. The combat is faster, more responsive, more solid and realistic, many lingering quirks have been properly addressed. The highlight of this update is the most major changes to combat yet, as well as some smaller, but still very important ones. Our next update is entirely story focused, so we wanted to wrap all this other stuff up and get these very important changes out now. There's also some nice late content additions for arena. While Sir has difficulty fighting in close quarters and prefers to stay at a distance where they can attack with their claws, they are still heavy enough to knock the player over by bumping into them, allowing Sir to crush them with a series of Slams.Since our last update we've made some major improvements to core gameplay systems and many incremental changes and additions based on feedback and our own goals. Take care not to get too close to Sir either. This can be combined with the Dual Wield skill and a slash weapon to land easy hits on Sir. The special Flanged Mace can momentarily stun Sir, like it does with all other enemies. Also, Sir lacks any sort of armour, making it easy pickings for long swords and other slash based weapons. It can become stuck when trying to maneuver in tight spaces. Sir's large size is not conducive to fighting in close quarters. If Sir falls into the pit the player will not be awarded any experience for the kill. Additionally, Sir can be lured into the pit covered in wooden boards and fall to their death. Sir is unable to open doors, and can trip on objects due to his large size. Sir only uses this attack if the player is crouching or lying on the ground. Slam: Sir will raise both of their hands and slam them down on the player.Guaranteed to throw the player off balance. Swipe: Sir will swipe at the player with both arms, always going from right to left or vice versa.When unoccupied, Sir will roam throughout most of Level 4.Ĭompanion NPCs, such as Derrin or enemies being controlled with the mind thaumaturgy spells loyalty or trust, are likely to run away from Sir soon after they spot it.Īs evidenced by one of the notes in the council office, Sir is immune to mind thaumaturgy. Sir is hostile to the other enemies found on Level 4, and will attack them on sight. Sir is also strangely adept in locating the player, sometimes detecting them from an adjacent room and through doors, though this may be a bug. Fighting Sir is not recommended until the player has acquired a near full suit of the Brass Plate Armour found throughout Level 4. However, due to their large health pool, killing Sir provides more experience than many other enemies. Sir currently does not provide loot, therefore trapping them inside a bathroom or similar isolated room could prove useful. Sir (as named by the community) is a monster located on Level 4.
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