Hey buddies!
Today I'm presenting the result of the great partnership between me and MaestroDraven renewing the SoRX music tracks by replacing all the SoRR ones with your fantastic Expanded & Enhanced versions.
Please, consider subscribing to his channel:
https://www.youtube.com/c/MaestroDraven
I will gradually make the proper adjustments, adding one by one and recording videos constantly of the SoR2 and SoR3 routes, once these ones you already know from SoR2X. At the moment, the SoR1 content will be available only when the first beta is launched.
About the other updates, here's a quick list:
- Enemy A.I. was totally reprogrammed to make their actions similar to the original games. Instead of attacking insanely with no interruption or staying IDLE forever, now the enemy will always look for a better opportunity to hit the player, plus moving constantly.
- Enemy spawn method now was reprogrammed with a new code that replicates the original games, where the total amount in the screen is automatically renewed until reaches a previously defined limit (commonly is 4) no matter the player's position (Ex: SoR2 stage 1 at the streets and bar). It will help the game's pacing, fixing some "empty" places during the playthrough.
- The "item drop" system now follows all the original games by default, but all the other random options were maintained.
- Wall/Screen Edge bounce now works for some "falling" animations, more close to SoR4. It will prevent most situations where the player is constantly spamming attacks against the same opponent during a juggle at the edge of the screen.
- The Otg now adds a small juggle point's bonus every time the opponent gets a hit when falling on the ground. However, the total juggle points was halved, forcing the player to create a better strategy in order to do more hits. In addition, now both Wall/Edge bounce has a little juggle point cost too.
- Weapons now have a usage limit and will break depending on how much damage was dealt (yes, stronger characters like Max will have a necessary "nerf" in this aspect, once the weapon base damage is the same for all characters but multiplied by your power). In addition, now the weapons can hit walls one more time before disappearing, but can be dropped only 2 times now.
- I removed the "super armor" from all heroes, now it's a skill exclusive for bosses.
- Both Run/Dodge moves received a "nerf" too. The "dodge" now has a collision box at the last frame, making the characters vulnerable to attacks, plus the Z axis velocity is now the same for all characters with the "rolling" dodge, same as the original. About the "running" move, the Z axis velocity was halved to make it slower because some characters (especially heroes) had too much advantage when moving on the level compared to most opponents.
- The special bars now follow only the original systems present on SoR4, 3 and 2, plus now the cost is higher, same as the original SoR2. The others were removed.
- There are many other small updates, like different "Go Arrows" depending on which route you are on, new button functions, more info on the screen, etc. I will make another video to show more details.