Posted May 12, 2021 by swordofmoonlight
The latest download has a new shield system you can try, and on the opposite hand a counter-attack system. The latter is actually an NPC feature of Sword of Moonlight. I think it's very interesting and it's also just the beginning for it. I had to model the animations the best I could with pretty primitive tools and lack of experience. They're not final in other words, but neither are original animations. Maybe these are even a little better. To use these new inputs you need to hold down the attack buttons for a short time and then if you let them go immediately they will do a new attack, or keep holding for a defense/counter response. They hold a lot to discover. The starting weapons all have unique counter animations.
DAY 2 PATCH: http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.5.zip
DAY 2 UPDATE: I've reuploaded a fix for the two longswords because they weren't able to chain heavy attacks like they're supposed to. I discovered this while I was also working on a usability enhancement to let you input a second button press on the heavy attack in case you develop the habit of doing this when attacking after the weapon is raised. This prevents accidentally firing magic but pushes back the window when you can use magic, but this makes sense because raising the shield drains your magic gauge so you shouldn't be able to do magic for a little second since KF requires a full gauge (although I've relaxed this requirement some so it's more human perception friendly) ... and likewise chaining attacks off a heavy attack or counter lets you press the button before the weapons damage frame (so you can play along) without queuing up a new regular attack. Originally you couldn't input subsequent attacks during a counter (so you can "play along") but now this is only up until the damage frame. I'm actually trying to make regular attacks that coincide with monster attacks behave identical to counter attacks, but that's a work in progress. Sorry for this patch, I wish I'd noticed this problem sooner, but I was really struggling just to get animations made for these two additional weapons that I didn't test them enough.