Combat 2.0
• Renamed Feints to Cancels
This distinguishes between simply canceling an attack and using the act of canceling an attack as an offensive tool, which is no longer possible
Also makes more sense when onboarding new players to say “press Q during windup to cancel your attack”
• Canceling attacks now immediately begins cancel recovery as opposed to the old "Static Feint" system
Removes the ability for cancels to be self-punished as a result of total cancel downtime being 300ms longer than the new total parry/deflect time
Having this wide a gap between weapon windups and feint punish time prevents jailing someone with cancels
• Parry window decreased from 400ms to 350ms
This allows us to bring down release so that late windup does not cause our swings to look incredibly floaty
• Parry recovery decreased from 650ms to 350ms
This means now cancels are unable to be self-punished, but more importantly, the game can remain fast without fear of introducing true combos
• Decreased strike release by 75ms and stab release by 50ms
This change restores the feeling of release to how it felt prior to late windup, but now in a world where swing manip is not penalized
• Neutral windups increased by 50ms
Avoids the phenomenon of looking at someone, turning away for a brief period, and turning back just to find you were already hit, which can be suffocating to swapping and 1vX
Also enables the morph window to feel better for both the attacker and defender by providing a larger morph input window and simultaneously increasing the time between the latest time a morph could occur and the earliest time the initial attack could’ve dealt damage
• Combo windups decreased by 100ms
Now that total parry/deflect time is so short, we can revert combo windups to their former (fast) glory without causing true combos
These will feel even faster thanks to late windup
• Increased feint recovery by 25ms
Exhausted 2.0
• You can now riposte while exhausted
• You can now cancel and morph from a riposte while exhausted
• Increased exhausted from 6s to 8s
• Decreased how much exhausted duration would be shortened after a deflect from 2s to 1s
• Exhausted timer now pauses while in windup, release or stunned
• Landing a hit while exhausted shorten the exhausted duration by 1s
• Exhausted windups are no longer slower
• Exhausted turncaps are no longer tighter
• Removed exhausted lockout (a lockout that prevented you from attacking after deflecting someone while exhausted)
• Removed exhausted flinch value (now just uses normal flinch)
• Removed exhausted parry lockout value (now just uses normal parry lockout)
• Removed exhausted animations
These changes will have the effect of exhaustion provoking more interesting and less confusing interactions than before as well as being less of a death sentence.
Other Changes
• Combo windups no longer use the windup value of the attack comboed out of but rather the attack being comboed into
• Morph window has been changed to no longer be a percentage of windup but rather Windup • 300ms
• Riposte input window increased from 150ms to 400ms
• Input buffering windows have been made significantly shorter across the board
• Added "local admin", allowing servers to give certain steamID's admin privileges
• Added local server banning
• Added local server muting
• Tuned the exhausted sound effect to be quieter
• Removed the tutorial video (proper tutorial coming soon)
Changed files in this update