Awesome, and the Battle BGMs' existence is somewhat justified as the battles won't be a mere slash and run-fest anymore.
Pretty intuitive actually, and now I can call that a real combat, not just spaming the left mouse. You have to actually block, and use timing aswell.
I noticed that a sound now plays whenever a monster spots you? As soon as this update is out, someone needs to make a mod where that sound is replaced by this: I also noticed that there seemed to be a lot of projectiles. I hope there are some more interesting special attacks or features than just a different kind of projectile for each head.
Pretty cool, some definite improvements over the current combat system. Is it just me though, or is combat lacking a certain....'oompf'? A certain satisfaction or something, I'm unsure how to describe it. I realise the combat is far from done, but I think the weapons lack a real sense of weight or the actual hits feel slightly odd.
Off to never never land....exit light, enter night....As i am going to bed (i hope you catch my hint) On-topic: It's really nice to see all of these improvements! (but hurry with the update!)
Shields seem very powerful against certain types of monsters and very fragile against others (mainly the ones that spam projectiles), is this intentional? Because at some point (around 35:22 vs the NPCs) you were almost continuously able to hold the shield up and it wouldn't get damaged at all, seems overpowered. Also, how many attacks can a long-sword repel before releasing the shield button? Or is it infinite and will there be a cool-down instead when releasing it?
I was glad to see a broadsword for the demo, cause I'm not a huge fan of the "1-handed weapon/shield" combo. I mainly use broadswords and hammers so it is nice to find out what kind of blocking system will be implemented for them. And it looks nice, indeed.
No, I was addressing @lupadim 's impatience, but I would expect these combat changes to be in the nightly builds much quicker than they would be in the unstable or stable build due to the nature of the nightly builds, if that makes sense. Granted, more things will be expected to be broken also, but there's more capacity to see new features and test them before they're pushed to the unstable and stable branches.
I think the video would be more useful if he wasn't invincible the whole time. I saw so many hits that he didn't block at all. Any player tried that, we'd be teleporting down repeatedly, several pixels poorer.