ENCHAIN — Patch 0.3.0

More coverage: WutsHot keyword page →

Released: 12/30/2021, 8:21:00 PM

Source: https://store.steampowered.com/news/app/1396870/view/3120430218698125105


Summary (AI)
Patch 0.3.0 for ENCHAIN introduces significant changes to enemy behavior, with enemies now fully utilizing the physics system, allowing for dynamic interactions like being pushed off ledges. The lantern parry mechanic has been refined, requiring timed parries during specific attack frames, and a new melee lantern attack automatically triggers at close range, offering increased damage and knockback. Movement adjustments include a new hook stick mechanic for platforming, more challenging navigation on steep slopes, and dive-sliding now requiring the crouch button. Several gameplay improvements have been made, such as enhanced stamina clarity, varied enemy behaviors, dynamic difficulty implementation, and updates to the player moveset and grapple system. Additionally, options now feature camera interpolation, a hook keybind has been added, and save file formats have been updated for better compatibility.
Tip: expand all for quick scanning.
  • Enemies now always use the full physics system (instead of being stuck to the ground/navmesh) meaning they can get pushed off ledges and generally move around more.
  • The enemy attack system has been improved, giving me more tools to make interesting attack patterns.
  • Lantern parry is redesigned. Before, you just had to hit an enemy with the lantern at any point during their windup animation to instantly stun them. Now, parries only work during parry-able attack frames, included in certain enemy attacks. There is a visual to indicate this mechanic:
  • Dive-sliding will only happen when holding down crouch. Otherwise, the player will stop for a moment right at the point of landing.
  • Movement on steep slopes has been made to be pretty difficult. Essentially, if the floor is too inclined, jumps will be very weak, movement will be weak, and you'll slide down the surface.Similarly, wall jumps and kick jumps are harder to exploit on corners.
  • Better tutorials for core mechanics (WIP)
  • Improvements to stamina system and clarity (Done)
  • More variety in enemy behaviors (WIP)
  • Dynamic difficulty mechanic (WIP)
  • Improvements to boss battle design and gameplay (WIP)