Kenshi
Flashier Fight
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Update: Dec 11, 2018 @ 3:05am

- Increased armed flying knee speed and slightly increased the chance of using it. Significantly reduced the damage

- Increased the stumble speed for even faster recovery.

Update: Dec 5, 2018 @ 6:15am

- Reduced heavy down cut max range a bit so the engagement start closer.

- Jump kick got its minimum range reduced so they can be used even closer now.

- Flying knee strike is now in for weapons. They are suppose to be very rare though.

Update: Nov 17, 2018 @ 9:36pm

- Make heavy swing faster for light weapons.
- Make combo and other light weapon moves slower for heavy weapons.

Update: May 18, 2018 @ 7:29am

- Reduced mega kick range. It miss far too often.

Update: May 15, 2018 @ 6:32am

- Increased the stumble animation speed from 120% to 125%. Turning the table back should be even easier.

- Increased the chance of using combo animation for katanas, and the chance of using heavy swing for heavy weapons and polearms. This should make katanas better at focused attack on one target, and heaves better at sweeping the field in group combat.

Update: May 13, 2018 @ 9:09pm

- Turns out the 'stumble' animations have more than just 'back blow' animation set. There is also a 'mid blow' animation set. There could be more, but these are all I've found so far. Adjusted all 'blown' animation speed to 120%

Update: May 13, 2018 @ 8:41pm

- Enable the vanilla disabled static left cut and down cut. Don't know why they were disabled. They now have very short range and low chance of using the moves though.

- Finally found the stumble animation. Increased the stumble animations speed by 20% to compensate the increased attack speed and more. This allows faster recovery and should make it harder to stun-lock someone. Should give more chance of regaining initiative after getting struck and thus more... dynamic? battle.

Update: May 12, 2018 @ 8:20am

Increased the speed of left hand palm strike for armed combat and slightly increases the chance of using the palm strike.

Update: May 11, 2018 @ 12:36am

Increased the heavy swing speed. It was too slow and often create an opening for counterattack.

Update: May 10, 2018 @ 2:11pm

Adjusted some range and chances to make the moves more vary and effective.

Heavy downcut is still the move with the longest range so you will see them in the beginning of the fight and during the chase everywhere. Flying knee is another move with similiar range but I haven't enable it for weapons. Flying knee someone with a blade feels like a good way to impale yourself.