Valgrind 0.3: Perilous attacks/Attack Commitment (Patreon)
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Changelog:
NPCs can do perilous attacks that comes with their own visual/sound indications. Perilous attacks cannot be blocked even by timed block. Currently, some of NPC's power attacks automatically turn into perilous attack based on their comabt AI setting(for details refer to the settings.ini file), which you can tweak on your own.
Dodging AI has been tweaked to be more balanced. Now NPC's dodging behavior also is based on their combat settings data, which you can edit through esp per NPC, making it possible to make weaker NPCs dodge less, and boss NPCs dodge all the time.
NPCs now have attack rotation commitment i.e. NPCs won't 360 no scope you; I found this to be a deal-breaker for perilous attacks since you have no way to dodge. Attack commitment is implemented similar to TDM, so whatever animation you're using will automatically have attack commitment. It walso works for all races without the need of a patch. Mortal enemies is no longer needed.
I'll be polishing perilous attacks more, since rn the VFX feels a bit cheap. Also I'll be adding variations of light and power perilous attacks. Stay tuned for more updates!