Mortem: Fallen Kingdom
Mortem: Fallen Kingdom Pre-alpha test patch - big changes!
Version
Pre-alpha test patch - big changes!
Version Date
Nov. 7, 2020
Patch Notes
Pre-alpha test patch - big changes!
Hi all,
I have spent the last week making major changes to combat, some optimization and more bug fixes.
Combat Changes
Combos
I have introduced combos in Mortem. This allows you to weave light and heavy attacks to form combos. You can dodge cancel out of an attack after it has landed, which can then go into another dodge attack. This adds a lot of fluidity to combat and ties in with a few mechanics I have introduced. Try it out and see what combos you like!
Adrenaline and magic changes
Adrenaline is now used for abilities. Each ability will use one charge of adrenaline. Your normal attacks will generate adrenaline.
Magic abilities will use a similar system and uses magic charges. Currently there are a few ways to generate magic.
1 - Kill an enemy with your buff sword skill active
2 - Absorb magic at a shrine (gives full charges)
3 - Use the riposte finisher which is detailed below.
The magic beam ability currently requires full mana charges to use. This and along with other ultimate when added, will do more damage the more charges your character has
You will be able to unlock more adrenaline or magic charges as your character progresses
Riposte finisher
This skill is very early in development, however it is functioning. If you have one adrenaline bar, the enemy is less than 50% health and you parry their attack. A notification will appear to "Execute". Press "E" and you will perform the riposte finisher which drains the life from the enemy and charges your magic (as well as giving you some health)
Charged heavy attack
This speaks for itself, hold heavy attack to perform a charged heavy attack. Release when you see the charged VFX for maximum damage, very good for breaking shields. If you time it incorrectly you will not get the damage bonus
Shielded enemies
Enemies with shields now have a stamina bar. If your attack hits their shield, you will do no damage to their health but damage their shield.
Shields can be broken and you can maneuver around them to hit the enemy from the side. I will be introducing other abilities such as kick, to knock them off balance.
Ragdoll
I have now introduced ragdoll for AI deaths. They are blended with animations to stop anything crazy, but gives enemy deaths a nice extra impact.
Dodging
If you press the dodge button once, you will perform a quick step. If you press it whilst not moving or holding forwards you will dodge forward allowing you to perform a dodge strike (light or heavy). Quick step costs less stamina, but has a smaller invincibility window.
Double tapping the dodge button will perform a roll.
Hot key changes
Currently I have not implemented custom hot keys, however from demand. Space bar is now dodge and left shift is block.
Parry
There is now a parry animation to better help you timing your parries
Stamina
Changes have been made to stamina and a pause has been added to regen whenever an action is made. Blocking will pause regeneration until block is released.
Light attacks will generate stamina if you land an attack.
Gameplay changes
Inventory and looting
From feedback demand, when you press E to loot, it will loot all items within the container and they will appear on your UI to show what has been looted.
AI Intelligence
The AI have been given a bit more IQ. If you are hiding behind your shield they will attempt to break your defense. If you are backing away they will try to close the distance.
Bug Fixes
- Fixed a bug that causes you to lose control of your character if you try to perform an action when moving between the castle and outside
- Fixed a bug where swapping weapons within your equipment screen confused the character in what weapon type it was holding. This is a temporary fix until the UI is overhauled.
- Fixed a bug were loot bags weren't lootable
- Fixed a bug that caused a blocked dive attack to put you on the wrong Z axis
- Fixed a bug were AI would "double dodge"
- Fixed a bug that caused the Warlord to stop attacking
- Fixed a bug that caused your character to equip an imaginary weapon when the game loads
- Fixed a bug that allowed you to parry whilst unequipped
Thank you for all your help!