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🌈 $5 Tier: [Benedikt][David Martínez Martí]
We're currently in the middle of revamping story mode, so it's disabled for now. To be honest, I don't think it was ever that good anyway and I now believe that alpha 1.10 was a mistake. However, I decided it was about time to add controller support. I've always thought the game could work great with the twin stick style controls, and I was right!
-Dan
-Controller support!
-Punch: Right Shoulder
-Kick: Right Triger
-Block: Left Trigger
-Dash: Left Shoulder
-Move body: Left Stick
-Turn around: Left Stick (press)
-Move head: Right Stick
-Jump: South button
-Equip/Unequip weapon: West button (tap)
-Pick up weapon: West button (hold)
-Select next item: Dpad Down
-Use item: Dpad Up
-Left Stick/dPad to navigate buttons
-Start button to pause
-South Button to select
-Right Stick to move world map
-Left/Right Shoulder to Zoom In/Out
-All attacks have a direction, and must hit a body part in order for it to deal damage
-Depending on the body part's current global velocity, it will affect the final damage
-Roll: A hit body part moving away from an attack will have its damage taken be reduced down to 0.75x
-Antiroll: A hit body part moving into the attack will take up to 1.25x extra damage
-The goal is to make slipping into a strike more dangerous, and slipping out less so, but you also have a higher damage potential against enemies that are charging at you.
-Head hit multiplier reduced from 2x -> 1.5x. Head hits were just too lethal. Rolling also increased damage potential by a lot, which stacked with head hits. They are still far more lethal than body shots.
-Push multiplier is now also a balance damage multiplier
-Story mode temporarily disabled as it is currently being revamped
-Added keybind for mouse/keyboard turning around with just one button press (default: Left Alt)
-Naturally spawning enemies now all have a slight randomization on their stat block (from 0.9x to 1.1x)
-Added a button to take no reward in case the player ever wants to do so
-Arcade mode now gives a free upgrade at the very start
-Smoothened ragdoll from airborne
-Enemies more smoothly transition from getting up into attacking
-Style select screen now only shows available moves instead of highlighting available moves. It also now shows all available moves, and clicking on an arm/leg move will swap the map to the arm/leg mapping
-Aesthetic
-Modified knife stance
-Enemies now fade away on death instead of popping out of existence
-General UI updates
-Knockdown revenge description fixed
-Knife slash no longer knockbacks the wrong direction
-Saving controls should now work across play sessions
-Fixed Muay Thai not having access to hook
-Fixed an issue with the high kick lagging a split second before applying damage
-Fixed enemy getting knocked over simultaneously when you get knocked over
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