A and D to move J to attack space to parry(only blue, orange, and red attacks) and k to dash Changed around some stuff, added a few things, and reworked parrying because it sucked before. Now you perfect parry if you time it perfectly and it deals extra damage. if you're having trouble with some of the bosses, scroll down for their changes. ___________________________________________ Astral Knight - Faster and also has the stone pillar thing, but still easy. Perfect parrying deals extra damage to them so just get good. Voidspawn - Transparent. Also can teleport wherever the hell he wants so good luck keeping track of where he is. World Tree and Adam - The archer can't die, so you have to kill the ent. Also, they use Orange attacks which must be perfect parried. The Roaring/God of Death - First phase is faster and can delay attacks, along with orange stuff. second phase is tankier and more mix-up. Lots of Orange stuffs The Voice - Good luck : ) like seriously good luck.
I haven't even beaten the normal version yet why did i decide to make a harder one. After fixing like 20 bugs, i decided to make a section dedicated to showing what bugs there are in the base game and how coffee can fix them: - Certain enemies can start their move animation while attacking. This only really affects the Ent and Lord of Death, but makes them horrible to fight. this is fixed by moving the Wait 1 block in the attacks script to after the variable that detects when they're attacking. - Parrying is absolutely broken. First off, change all of the blue attacks to the same color. Secondly use the timer based parry i have in the code so that it doesn't wait a full .5 seconds after you parried to register it. Lastly, Remove the " Set Parried! to 0" block from the hit script and move it to after you've parried. bit hard to explain but just check the code and you'll understand Now that that's out of the way, here's the changelog: Astral Knight Punch was nerfed because it had too many active frames. I mean, it didn't feel too bad to me, but whatever. Voidspawn Teleport Rework. Adam now actually attacks you. look i hated that boss so i didn't playtest it i thought what i changed was enough to make it unbeatable but apparently the dude doesn't attack you when you're near the tree like what Made the God of the Trial cooler. Gave Roaring Orange attacks, which must be perfect parried :) they don't instakill tho. World Tree uses one of their unused attacks. Adam's arrows are Orange instead of red Dodging and Perfect Parrying is more forgiving. Perfect Parrying deals slightly less damage to fix a healthbar bug. Now you can't 3 cycle stone knight ;( World Tree's Slam attack was fixed. Two of the God of the Trial's attacks were fixed. Certain attacks were changed to linger less.