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- 9 de Dic, 2021
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Long Candlestick - Alternate between whacking his head with the long end and thrusting at his belly the spikey end.How do you consistently beat the axe giant first boss? I have really only ever picked into it
Before that, the pitchfork from tier 2 is your best bet, especially against the tier 3 boss with his big fuck-off sword. Love the spikey staves though; it's so satisfying to land a clean hit to the head with them, especially against higher tier enemies. They're definitely overpowered though, hell, you don't even have to use the submission mechanic when using one. With the staves, one or two good blows to the head will knock any enemy unconscious, if not break their neck and/or kill them, regardless of armor. It's kind of ludicrous how good they are.the strat to beating the gauntlet is picking the spiked stick in tier 4 and sticking with that for the rest of the game.
Artilleryman's advice is solid, but another method can be holding alt. Holding alt with a weapon puts you in a stabbing stance and makes enemies less willing to come into range. You can use that feature to back bosses into a fence, which will stun them temporarily and give you an opening to swing at them.How do you consistently beat the axe giant first boss? I have really only ever picked into it
Except it wasn't a kneejerk reaction, the game was borderline unplayable for a lot of people. It's getting better from what I'm reading from the patches so naturally people are coming around to it. And much like other games with awful launches, the people who weren't there for the worst of it are going to come in and rate it more favorably.The brainlet kneejerk reaction to this game was a wild one
Having played the original demo, and the one that came out recently.The brainlet kneejerk reaction to this game was a wild one
TL;DR: They're not dead yet, they added reverse gripping (and thus the Mordhau), and the Zwerchau stance that was inspired off of someone's mod on the stance. They reverted weapon movement to be like the demo, thus no more floppy penis swords and gay wrists. Ragdoll code was replaced by one the devs made years ago but was laggy (no supposedly not), trees apparently got fixed so now they don't rape your frames (and potentially other laggy assets).Kept you waiting-
It's been a while since you heard from us last time, and we sincerely apologize for such a long period of radio silence. More than anything, we want to make a game that you will love to play, and we want to thank you all for your support, because it is the main force that lets us continue working towards that. We always preferred to speak with our actions, not words, and today we have something to show. The result of all our work during this silent time is finally here!
Update 0.6.1 Major changes:
Combat
- Reverse gripping. Added the ability to rotate your weapons (vertically for bladed weapons and horizontally for the rest) by holding down the Swap Hands key. With swords, you can go to the mordhau grip if you do that from the halfsword grip. But be careful, without proper hand protection you may cut yourself :3
- Alternative stance. Reworked alt thrust so that you can perform zwerchau. With two-handed swords, you also rotate your weapon horizontally to the ground. Can't wait to see what master strikes you perform. This particular feature was inspired by the mod The Art of Combat by Seancarter78 We are sure that with this update you can make even more cool stuff, fellow fencer.
- Stronger wrists. Made wrists more rigid so that your weapons flop less. Basically returned wrist mobility to Demo settings, but also reworked animations so that you can cut from more angles. We will continue exploring more historical techniques and refining the feeling of combat even more to bring Half Sword as close as we can to the ultimate medieval combat simulator.
Performance
- Active Ragdoll Total Overhaul. Massively optimized ragdolls and rebuilt the whole structure from the ground up. Gonna be frank, I made this system years ago and it worked well, but was too performance-heavy. Now it is twice as good performance-wise and hopefully feels the same (or even better).
- New foliage assets. Optimized the hell out of the trees (thanks to our new hire - Eldar). The guy is really good, you will feel it in the Forest Map. - General asset optimization. Removed things that worked badly and replaced them with stuff that works better. It is an ongoing process. We slowly but surely optimize our stuff. Step by step, we will make this game run on toasters (fingers crossed).
Armor and Weapons
- Armor material customization. Now you can change the metal and color of your armor at the Armorer. Better metal gives more protection and restricts your movements less. Also, you can dye the fabric of your garment in any medieval color. We plan to expand armor customization even more in upcoming updates.
- Equipment affects mobility. Made characters faster and more nimble in general, but heavy equipment (including both armor and weapons) will affect that. The heavier you are, the heavier the movement feels. Increasing physical strength makes you move more lightly in armor.
- Axes. Added lots of new axes both as premade weapons and as new modules for crafting. - Armor protection rebalance. Refined the math for armor protection. It should be harder to one-shot a fully armored knight now.
- Rigging and skinning. Gradually refining how our armor looks in motion. Arm armor in particular should look much better and have less clipping (thanks to our new hire Danny). It is an ongoing process. We also have lots of new and ready assets for armor and weapons awaiting implementation, so we will be able to give you new tools to play with soon.
Game
- Expanded Free Mode. You can choose maps and time of day now, and the maximum amount of opponents has increased to 10. Your character's height and weight can also be customized in the Inventory (the UI for that will be changed soon).
- New map. Added a new map, Pit. Basically a Yard map but with a hole in the center. We will start adding more unique maps soon, but first we are reworking and optimizing the existing ones. - Bridge Fight. Added the combat scenario "Bridge" for Pit and Slums.
- Better AI. AI is more responsive and aggressive now. Next, they will learn how to fight in groups.
We have a lot planned for the future, and there will be more changes to the overarching gameplay loop soon. Fight well <3
If you have installed mods be sure to do a clean reinstall. We also recommend stating a fresh save for best results.
- Reduced run speed. Faster than 6.0, slower than 6.1,
- Less equipped characters are much less likely to rush a better equipped opponent,
- Returned classic Al Thrust. Tapping Alt Thrust key will now toggle Classic Alt Thrust, while holding it down brings you to New Thrust Mode (thumb grip),
- Added Brawling option to Free Mode. Currently it doesn't work together with Carnage because how Level Manager sets up fight (these two are two different modes for it). So choose one at a time,
- Height and Weight sliders for Free Mode expanded. You can be very very small or very very big now.,
- Fixed (hopefully) lighting in Forrest map. It was good on my machine but I saw that it was too dark for others.,
- Made sword pommels and guards more effective for striking to make Mordhau grip even deadlier.,
- Knives and other bladed weapons that I forgot to set up correctly for reverse gripping should work properly now. Vertical reverse grip,
- Disabled Wood Tint and Leather Color options in Weapon Forge temporarily. They didn't work with new materials, but once they are set up correctly they gonna be back,
- Leather Straps can be dyed in Armor Customization menu now. Materials were not set up correctly before, now it should work,
- Blued Steel should apply correctly to armors now,
- Added an option to reset your game completely at the Innkeeper. We still don't have multiple save file support yet, we will add it later. Now total reset will delete your current save file so better back it up.,
- You can strangle people to death now. First they lose consciousness and if you keep choking them they die, It takes time,
- Fixed bug when character loses weapon but thinks they still have it (hopefully fixed),
- Some other stuff
Does this mean the game is now worth the $25? Maybe, I still think more should be added before I can actually recommend the game after such a disaster of a launch. It also seemed to revive the game's playerbase for a bit, going from an average 900+ players to a quickly shrinking 4000+ (compared to the demo's steady 2000+ players), which is to be expected when an noteworthy update happens for a game. Still, compared to how silent the devs for how long vs how much content was added, not much.
- Fixed Height and Weight sliders resetting to wrong values after reentering Inventory
- Added Height and Weight sliders for the opponents in Free Mode. They are multipliers, so a Knight with full Weight will still have more muscles than a Beggar with full Weight
- Fixed Alt Thrust modes/stances switching. Holding Alt Thrust key gets you to Thumb Grip (as it was), tapping Alt Thrust key toggles Classic Thrust (as it was). From Classic Thrust releasing mouse button momentarily will bring you back to Swing Mode. From Classic Thrust holding down Alt Thrust key switches to Thumb Grip. Fixed toggle not working correctly.
- Made grabbing throats much easier. Now character will prefer to grab throat over any other part of body if you aim somewhere around throat area. Now choking is maybe too OP
- Added back 2 helmets missing since Demo
- Also removed momentary noclip from weapons on unsheathe. Now you can samurai
- Some other stuff
Was I drunk when I typed this? I must have been as this is barely legible.There's more than twice as many people playing the demo compared to the full release. I don't recall the last time a demo performed better than the full game, but here we are. Gone to the point where people are making more content than the developers have been silent for 3 months, it's amazing how someone can make something good, get it hyped by fans so barely any need to market, then regress and immediately run for the hills. This has happened more than once from a few games now, and people are Indie games are better.