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About this mod
Sekiro: Resurrection is a complete overhaul of the base game.
This mod is intended for players who have mastered the normal game, and wish for a new, fresh experience that is more difficult.
S:R Team:
-Ionian, Author
-Mikiri/totallynotshinobi, Co-developer
-See Credits for additional contributors.
- Requirements
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Nexus requirements
Mod name Notes Sekiro Mod Engine Please download Sekiro Mod Engine in order to run the mod. Mods requiring this file
Mod name Notes Ashina Sword Master (Sekiro Resurrection Version1.16.1) install this mod first Isshin's Disciple - Sword Saint Animations Install this first. Living Force Visual Enhancement patch for sekiro resurection Sekiko - Female Kunoichi Subtitles and UI - Now With Resurrection If using Sekiko Resurrection Sekiro texture overhaul Resurection patch Simplified Chinese Translation Patch for Sekiro Resurrection Please download Sekiro Resurrection for obvious reasons The shadown of the wolf Version 1.16 - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You can upload this file to other sites but you must credit me as the creator of the file
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
You may use the assets if you wish, but please do not simply cast my work as yours if you edit something small. Also, please credit me if you use the assets as well, that is all I ask for.
File credits
Graphic Design:
edpratti on Discord
In-game Lighting:
dmc99: https://www.nexusmods.com/sekiro/users/65651661
Quality of life and assistance in programming:
PhantomKunai on Discord
Animation:
zpdmiller: https://www.nexusmods.com/sekiro/users/75509258
.itsigor: https://www.nexusmods.com/sekiro/users/105103343
Matalayudasleazy: https://www.nexusmods.com/sekiro/users/54843437?tab=about+me
VFX:
Leo Ashina: https://www.nexusmods.com/sekiro/users/177475032
Misc Contributions:
-Abacabb for Texture help
-Katalash for DsMapStudio tools and general help
-Meowmaritus for Dsanimstudio.
-Foxyhooligans for general help
-Kirfnir for general helpDonation Points system
Please log in to find out whether this mod is receiving Donation Points
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Translations
- Russian
- Mandarin
- Changelogs
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Version Beta 1.16.1
- Link to patchnotes: https://drive.google.com/file/d/1Yb8HvHI6xWf6eSpy1V8UwDaBt0U3V43T/view?usp=sharing
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Version Beta 1.15.1
- Link to Patch Notes:
https://cdn.discordapp.com/attachments/290974988415008769/1198919479648858122/1.15.1.txt?ex=65c0a7c6&is=65ae32c6&hm=7fa22e963cb7504a31c636104860d5218706f21db08d7656c33106988c101eaa&
- Link to Patch Notes:
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Version Beta 1.15
- S:R TRAINING DOJO
-Currently WIP, will include many new aspects such as custom gauntlets, No Damage mode, no res mode, quicker resets, etc.
-New training dojo meant to replace Hanbei's corner.
-New "Travel to Dojo" Button.
-Includes new ambient music.
-Tweaked skybox and lighting.
-If the player drops to 0 HP with no resurrects, the dojo will reset everything without a loading screen.
// Note If you choose to die with Left Bumper, you will die and lose sen/xp.
// Note x2 Using bite down, or red lump could also mess up how the Dojo tracks the quick load/false death mechanic.
Lone Shadow
-Reworked standard and poison variants.
-Reworked Long Swordsmen, Vilehand.
-Lone Shadows can now use Chasing Slice.
-Deflecting their thrust will give a unique animation.
-Added vulnerable frames whenever they retreat or attempt to heal posture.
-Deflecting final poison attacks will briefly stun lone shadows.
-Due to poison buildup deflect changes, players can specifically bait out final attacks for extra damage, even on charmless.
-All Lone Shadows no longer have poison immunity.
Player Changes
-Blocking poison attacks does not protect against poison buildup (vanilla).
-Deflecting poison attacks now only applies 50% poison buildup instead of 100%.
-Blocking fire attacks now applies 90% fire buildup instead of 66%.
-Deflecting fire attacks applies 50% fire buildup (vanilla).
-Deflecting fire attacks no longer deals chip damage.
-Using Crimson Tanto while poisoned will give poison bestowal and cure Sekiro's poison.
-Crimson Tanto no longer stops Resurrection.
New Mechanic: Clashes
-Using the exact same combat art as another enemy, at the same time, will trigger a clash sequence.
-Currently, you can clash with Ichimonji, and Ashina Cross against only Ashina Elites.
-For Ashina Cross vs Ashina Cross, you can only clash with their Empowered variant. This will change in the future.
-If you clash with One Mind, a bunch of slashes appear around the enemy.
-After the clash, the player gains Recoil Counter-like effects.
// Note Currently, this is a polished proof of concept without full implementation. In the future, you will be able to clash with more enemies and even fail the sequence.
Ashina Elite
-Reworked Jinsuke Saze, and Ujinari Mizuo (Ujinari is the same for now)
-Ashina Elites have much more posture and health.
-Ashina Elites now incorporate normal and Iai stances in real-time during combat.
-Ashina Elites can now perform an Empowered Ashina Cross after slowly sheathing their sword.
-Ashina Elites can now perform Ichimonji: Double and Ichimonji: Quintuple.
-There is a 1-2% chance he will taunt you.
-Removed Fujiwara Takawara.
Ashina Fencers (Blue Robed Samurais in Ashina Castle)
-Reworked normal variants and headband variants.
-Normal variants can perform Ichimonji.
-Headband variants can occasionally use Ashina Cross and Ichimonji: Double.
-Added Recoil Counter opportunities.
-Added mixups.
Visual Changes
-Changed appearances of:
-Normal Samurais
-Ashina Fencers
-Hirata Refugees
-Nogami Gensai
-Lone Shadows
Ashina Cross
-Changed empowered VFX.
-Changed empowered timing.
-Changed damage values.
-Added camera rumble and hitstop on landing empowered attacks.
One Mind
-Reduced empowered damage.
-Landing an empowered strike will momentarily slow time around Sekiro.
-Added camera rumble on landing empowered attacks.
Blazing Bull
-Deflecting his headbutt will give a recoil counter and a unique animation.
-Removed initial hitboxes on "Triple head sway attack"
-His fire chip has been reverted, it now deals 100% instead of 25% damage. (Unless you deflect it of course)
Struggler’s Prosthetic
-Shoots less pellets.
-Changed VFX.
-Costs 5 emblems instead of 10.
Isshin Ashina
-Added a couple of Recoil Counter opportunities.
Sounds
-New custom sounds for:
-Axe after Recoil Counter.
-Strugglers Prosthetic.
-Clashes.
// Note It is now completely possible to add new sounds and music without any drawbacks. It is also not that difficult to add.
Bug Fixes
-Removed “Fit Prosthetic” and “Upgrade Prosthetic” buttons in Additional options to prevent progression bugs.
-Moved odd Lone Shadow off the balcony during Owl’s invasion.
-Recoil Counter Tutorial Text restored.
-Phantom monk sweep will no longer clip the player.
- S:R TRAINING DOJO
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Version Beta 1.14.1
- Beta Patch 1.14.1
Player Changes
-Grapple attack total damage increased by 1.5x. (Deals 1.5x an R1)
-Reflected bullet posture damage increased by 1.5x. (Deals 2.66x an R1)
-The Flame Vent and Axe can now be canceled during startup by guard, dodging, or jumping. (same with followup)
-Most Combat Arts can now be canceled during startup by guarding, dodging, or jumping.
-During the entirety of Sabimaru, Floating Passage, or Spiral Cloud Passage, the player can cancel via guarding, dodging, or jumping.
-Whirlwind Slash and Nightjar Slash's attacks will now "bounce" off enemy guard, allowing the player to defend themselves after.
-Ichimonji's 2nd strike now bounces off, but has lower hitstun.
Genichiro Ashina
-Sweeps no longer regenerate posture.
-Some combo strings are shorter.
-Geni no longer backs up after 3 stuns.
-Added many more punish windows for bow moves such as: Grounded Charged Bow, Aerial Charged Bow, Aerial Quad Shot.
-Initial attack is not guaranteed to be the same combo string. -Added more immense strikes (recoil counter attacks).
-Geni no longer reacts with an attack during his Grounded Charged Bow Attack until he's done shooting.
-Added a cooldown to Geni's backup bow shot.
-Lowered cross up attack hitstun.
Father's Blessing
-Changed so that the player can use it to directly summon Owl.
-Removed all Ghost Owl appearances. -Unfortunately, Owl will be floating due to a side effect.
-The player can move while casting.
Way of Tomoe
-Reduced knockback.
Bug Fixes
-Removed hints from Hirata.
-Fixed wall hug ceramic shard throw.
-Geni no longer magnets to the ground during bow attacks.
-Geni no longer blocks Recoil Counters.
-Removed some leftover attacks in non-reflection Geni fight.
-Blue Ogre in Fountainhead no longer constantly screams.
-Removed leftover attack speed from perfect Recoil Counters.
-Fixed being unable to grapple Isshin after a Projectile Reflect.
-Deathblowing Nightjar Elite will now give a resurrect back like a normal miniboss.
- Beta Patch 1.14.1
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Version Beta- 1.14
- Beta Patch 1.14
**Genichiro Ashina**
-Reworked Genichiro Ashina on Ashina Castle.
-Includes Way of Tomoe and also the Black Mortal Blade Variant WoT.
-Utilizes perilous projectiles.
-Genichiro can be staggered for additional damage if the Player deflects certain attacks.
-Projectile reflects will stagger Genichiro long enough for mid-air prosthetic or combat art attacks.
-Uses new visual changes for Geni holding multiple arrows in one hand by @Mikiri.
**Player Changes**
-Changed physics of reflecting projectiles.
-Increased movement speed of Recoil Counter so players won't miss as much.
-Perfectly timed Recoil Counter will no longer give additional attack speed.
**Bug Fix**
-Isshin no longer insta-crosses in story mode.
- Beta Patch 1.14
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Version Beta- 1.13.1
- Hotfix patch 1.13.1
**Owl Father**
-Owl no longer disappears in Phase 2.
**Headless Ape**
-Headless Ape's AI is restored.
- Hotfix patch 1.13.1
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Version Beta-1.10.2-1.13
- Beta Patch 1.13
"Ashina Diversity" Visual Rework by MikiriCounter
-Samurais have unique looks. Unique cloth, accessories, and variants. These will depend on the tier of the variant of the samurai.
-Fencers (Blue-Robed Enemies in Ashina Castle) now have Hirata and Ashina variants. Comes with different hairstyles, varying accessories, and kimonos. Hirata variants have a unique color pallet and cloth.
General Changes
-Removed tutorial pop-ups.
-Sekiro's Ichimonji has a slower R1 follow-up.
-Added new unique animation for reflecting projectiles.
-Added new animation for various item usage.
-Taro Troopers' (Bat variant) tantrum attack no longer has an unavoidable sweep, now tracks. Deflecting grants immense posture damage.
New Enemy, Rally Samurai
-A 7 Spears derivative class.
-New visual look by @MikiriCounter
-Weak in terms of stats compared to 7 Spears.
-Buffs other enemies around it.
-Buffs include 25% vitality and damage boosts.
-Executing the commander makes several surrounding Ashina troopers flee in terror.
Ashina Outskirts
-Tengu Encounter reworked.
-Added new hidden shinobi doors.
-Added new types of enemies. (Rally Samurai, Hirata Refugee, Basic Samurais)
-Added many new items scattered around the region.
-Added new enemy patrols.
-Decorated several areas.
-Basic Samurais have a different visual.
-Added Hirata Refugees in the tore down houses.
-Eliminating enemy encounters may grant rewards.
Tutorial
-Reworked enemy placements.
-Added Shinobi Hunter for optional rewards.
-Added Recoil Counter tutorial.
-Lone Shadow Long Swordsman now appears in the well as soon as the Player gains Kusabimaru.
-Tutorial Samurai changed to fit Recoil Counter tutorial.
-Defeating Genichiro gives Sekiro XP and sen.
General AI Changes
-Enemies are much less aggressive when in groups. (Experimental, may change)
Gyoubu
-Removed P1 melee thrust (Supposed to be in P2).
-Removed unintended triple jump move.
-Removed buggy sweep that occurs randomly in P2.
-Made Mikiri way more lenient so the player has a higher chance of not taking damage right before a Mikiri.
-Fixed rare cases where Gyoubu will have a vanilla moveset.
Nightjar Elite
-Delayed explosion from deathblows so the player can consistently escape.
-Setting him on fire will force him to blow up all of his bombs.
Chained Ogre
-Changed AI to not have double-dive grabs.
-Added new move.
-Added additional variations in combos.
-Added Recoil Counter opportunities.
7 Spears
-More aggressive, disengages less.
-Added additional Recoil Counter opportunities.
Bug Fixes
-Removed invisible random invisible barriers in front of Ashina Castle.
-Armored Warrior no longer goes into Phase 2 without red eyes.
-Optimized AI files thanks to thefifthmatt.
-Removed Recoil Counter issue with Corrupted Monk.
Player Changes
-After grappling, the player may input an "L1 + R1" to perform a mid-air "roll".
-After this roll, the player may input any usual mid-air input such as a prosthetic or a combat art.
-From these changes, the player has many more options after grappling.
-The mid-air roll has I-frames.
//Note: This new move does not store early queued inputs! You need to make Sekiro starts to guard before pressing attack (L1 -> R1) or else Sekiro will perform the normal grapple attack.
//Note 2: Most enemies will not be optimized for this type of interaction yet! Gyoubu will most likely armor through most attacks for example.
Beta Patch 1.12
Recoil Counter
-Blocked variants will make the player break guard. Removed high pitched deflect sound from blocked variant.
-The Axe prosthetic is now quicker if queued directly after a Recoil Counter.
-Ashina Cross and One Mind is now quicker if queued directly after a Recoil Counter.
-Axe VFX and sounds are changed when queued after a Recoil Counter.
-Mortal Draw is now quicker if queued after RC.
-Praying Strikes is nearly instant if queued after RC.
-All Variants of "Quickdraw" combat arts such as Shadowrush, Ichimonji, and Dragon Flash have new custom VFX when queued.
-All RC states will have parry, R1, and dodge frames for the entirety of the animation.
-Added sour-timed R1 strike if player inputs too late.
Perfect Recoil Counter
-Pressing R1 at the perfect time given by a glint/sound on his sword will give Sekiro additional options.
-Sekiro is able to R1 faster shortly after this.
-Sekiro is able to R1 and be able to perform an empowered prosthetic and combat art directly afterwards with even faster speed.
-You can tell if the timing is perfect with a gust of wind around Sekiro appearing.
-This technique is not going to be necessary for a majority of the game.
Combat Arts and Prosthetics
-Whirlwind slash's R1 follow-up has been changed.
-Dragon Flash now has a faster R1 queue and has been changed.
-Ichimonji's R1 follow-up changed.
-Ashina Cross' R1 follow-up changed.
-Shadowfall's R1 follow-up changed. Faster Queue.
-Praying Strikes quicker in general. L1 frames after punches are quicker to queue.
-Axe's R1 follow-up has faster L1 frames for defense.
Bug Fixes
-Grappling twice after a bullet reflect is now fixed.
-Blazing Bull grapple won't fail anymore.
-Brown Ape now aggros when Headless Ape screams.
General
-Player's L1 frames after stomping an enemy has been allowed earlier. This will allow for quicker mid-air punishes but it will also punish players who mash L1 in reaction to a mid-air punish. (A side effect is that combat arts are quicker to queue in air)
-Nightjar Firebomb's VFX has been slightly changed.
Gyoubu
-Completely reworked.
-Added recoil counter opportunities.
-Gyoubu now counter attacks extensively.
-New attacks.
-The player is now able to MIKIRI Gyoubu on any perilous thrust attack.
-Improved hitbox consistency and deflection reactions.
-Removed multi-hit charge attack.
-Tested with NG0 CL DB AP 1 non-reflection.
-New Yell SFX.
Nightjar Elite
-Added to main game.
-Is now seen in the cutscene when Genichiro captures Kuro. Thanks to @mikiri!
-Added a custom arena on Ashina Castle. (Where woo guy spawns.) Thanks to @mikiri! (again lol)
-Nightjar Kite has a replaced model. Thanks to... Mikiri
-Made AI more consistent.
-Removed Seething Flame Minor, replaced with EXP balloon.
-Added into normal playthrough. (Tested scaling with 1 AP and CL DB)
-Slightly changed up homing speed and effects.
Beta Patch 1.11
New Miniboss, Nightjar Elite - Kamikaze Raven
-Completely redesigned Nightjar moveset.
-An extremely well done visual rework by @Mikiri Counter .
-Made all spinning variations of attacks deflectable by sword. (Also, a new rule I made up for intuitive gameplay is that there are only 3 hitboxes per spin. This never deviates.)
-Added a very large amount of re-purposed animations. (He now has a slide attack, and an X-Slash for cinematic interactions)
-Has many opportunities for a recoil counter.
-Available in Hanbei's Corner for now.
-Currently, the reflection variant is scaled to late game. The real version will be scaled to early game.
-Edited sounds and VFX.
-Spin attacks have much more tracking and much bigger hitboxes for consistency. (No more randomly missing)
-Unique interactions with explosives.
General
-Updated version names.
-Updated ENG and JP names for Nightjar Elite.
-Added sweep frames on SSI aerial move.
-Removed duplicate Corrupted Monk hitboxes. (Prevents the player from getting hit twice)
-Removed snow blinding VFX from Corrupted Monk's fight.
-Added Recoil Counter opportunities in Corrupted Monk's fight.
-Recoil Counter can now be queued immediately after the deflect impact. (There are no longer frames where the game fails to store the player's R1.)
-Recoil Counter can be performed more late for leniency.
-Hanbei's Corner lighting has been improved for night time. It now shows character models off more rather than a stark black shade.
Bullet Reflect
-Added hitstun pause to add some weight to a reflect.
-Added additional VFX (spark tracers after a reflect).
-Changed Sound. It is now louder than before and echo-y. (also applies to recoil counter)
-Grapple Icon is now fixed.
-Optimized Grappling Logic (I doubt this would create issues for hardware anyways.)
Beta Patch 1.10.5
General Changes
-Owl's medium-range gapcloser no longer has immediate armor.
-Owl's recovery after flip attack has less turn rate.
-Thai Translation updated.
-Whirlwind Slash now has sweep immunity.
-Dragon Flash now has quicker deflect cancel frames to prevent the player from taking damage after a "quickdraw" from a Recoil Counter.
-Updated Version Names.
-Removed grapple points in Hanbei's corner to prevent players accidentally grappling to the trees rather than Snake Eyes or any other character there.
Recoil Counter
// These changes allow the player to perform more dynamic movements in place of the normal R1 input.
-Added Prosthetic cancel frames.
-Added Combat Art cancel frames.
-Added Grapple cancel frames.
-Combat Arts such as Dragon Flash, Ichimonji, and Shadowrush have a much faster attack animation when queued from a recoil counter. Has unique VFX attached to it (can be changed later).
-Added additional Counter opportunities in SSI's fight.
-As a result of adding more counters in SSI's fight, SSI's HP and posture are increased.
-Added bass, more camera shake, and a brighter deflect VFX.
Bullet Reflect / Grappling
// These changes are aimed to give the player a good re-engage, a nice cinematic feel, and maintain flow within a fight.
// Very large changes will happen to this mechanic soon so these changes will not be permanent.
// Warning: The grapple icon does not work yet.
-Bullet Reflect is now much more accurate.
-Reflected bullets will tag enemies with a grapple status. (Only specific bullet enemies have a stagger for this).
-Grappling Attacks will now have a much more smooth R1 chain right after.
-All mid-air deflection animations now have grappling cancel frames.
-Grappled enemies should take massive stagger long enough to consistently grapple and punish. Please notify me if it is not consistent.
-Edited Isshin's stagger frames to allow grapple punish.
-Grappling attack now deals 1/3 less vitality damage. Reflected bullet deals 1/4 less damage. (Because all of these attacks are chained together).
Mortal Draw Changes
// I calculated these values again for extra consistency. Fun fact, Empowered Mortal Draw deals 1.33x Vit, 1.5x Posture damage roughly compared to MD.
-Jumping Mortal Draw will still only reference normal damage, not the empowered variant.
-Emblemless Draw deals immensely less damage, virtually no chip. (-50% Vitality damage)
-Normal Draw deals same damage, not affected by the emblemless nerf.
-Scaling should be vanilla now.
-Most bosses will no longer take 0.75x vitality damage and will take 1x vitality damage from MD.
Run and Slide Changes
// As for now, these changes just allows stylish dodges.
-Given 9 I-frames. (Same amount as Forward dodge).
-Can cancel into a jump during slide.
-Cannot dodge sweeps.
-Cannot mikiri thrusts.
-R1s queued after the slide will be much quicker.
-Unique R1 animations instead of default variant.
-Substantially increased turn rate so Sekiro can land R1 follow-ups.
Bug Fixes
-Fixed Samurai General AI. Will now pick different moves at long range rather than posture recharge. Fixed instances where samurai will crash.
-Recoil Counter is now consistent against Owl, he will never interrupt from this attack.
Beta Patch 1.10.4 Hotfix
General Changes
-Updated version name.
-Sekiro's thrust hitbox from deflections will now make the enemy parry in the correct direction. @sauce
-Armored Warrior has less turn rate during thrust moves.
-Lowered Vilehand's hand hitbox size.
-Red Guard armor strip now deals more posture and vitality damage.
-Red Guard total posture and posture regen has been lowered.
-Monk's P2 terror has been removed until a big rework, lowered stats of P2.
-Sped up input acceptance on several recoil counters, resulting in a faster counter from the player.
-Changed Recoil Counter's SFX.
Bug Fixes
-Fixed VFX on R1 string while Struggler's prosthetic is equipped.
-Juzou's Armor has been restored visually.
-Restored Hirata Estate music, all health bars have been restored.
Beta Patch 1.10.3
General Changes
-SSI's inner aerial moves now have infinite super armor.
-SSI's Arena has a giant boulder removed.
-Nightjar Firebomb now only charges 1 Projected Force, rather than 3.
-Version names on main menu. (Updated on Eng, JP and Simplified Chin)
-Added Juzou armor texture from MikiriThis.
-Removed Shield Taro in Hirata 1, replaced with normal Hirata Bandit. @DJProfessorKash
Thai Translation
-Thanks to @Lnent, S:R now has a Thai translation! Greatly appreciated my lad.
-Please notify me if anything needs a revision.
Selling S:R Items
-The player is now able to sell the Nightjar Firebomb, Crimson Tanto, Refight miniboss memories, Father's Blessing. This can be used to get rid of duplicates.
Samurai
//Received significant rework
-Reworked to be more faithful and in sync with S:R's design.
-More heavy "whump" noises when swinging.
-VFX for hard-hitting/significant attacks.
-Less flail-like attacks.
-More player friendly, will hopefully introduce new S:R players to some aspects without extreme difficulty.
-An emphasis on slow but methodical attacks rather than long combos.
Seven Spears
//Received medium rework
-Added block frames to shove and neutral moves, allowing the player to re-establish aggro much more consistently and friendly.
-Made grab more consistent to hit player.
-Less "randomness" (Odd inconsistent strings, grabs out of nowhere and such), and more methodical movements. This will lead to 7 spears being more easy/predictable, but I feel as it will be a good direction to turn to.
-As a result of making 7 spears being more weak to aggression, 7 spears has dis-engages that potentially re-instate neutral but Players can still harass him. He has more dedicated counter attacks as well.
-Added back extreme stagger after deflecting 7 Spears' attack attempt from mikiri-ing him.
Armored Warrior
//Received significant rework
-Reflection is located near the bridge in Senpou Temple. (Closest to "Temple Grounds" Shrine)
-Neutral moves have a longer combo.
-Thrusts are more prevalent but take less mikiri damage. (-10%)
-Higher hitstun and higher knockback to emphasize weight.
-Increased turn-rate but still whiffs on clumsy attacks.
-Thrusts are now much more consistent to mikiri.
-Added Phase 2 transition, accompanied with a different moveset for Phase 2.
-Can be staggered via fire damage when in Phase 2.
-Fogwalls should work fine.
Owl Father
-Removed Owl randomly running up to the player to slash once.
-Amount of posture damage against Owl from Shadowfall has been nerfed.
-Added additional vfx and sounds.
-Changed counter attack logic, allows for more clashing of swords when the player wishes to be aggressive.
-Reduced Stuttering.
-Certain cancel chances will diminish over time, lowering the chances of a loop.
-Owl's large combos' chances will diminish over time after usage, allowing for him to use his full arsenal.
-Owl's close range combo now has a lower chance to queue if a previous combo happened recently.
-Shoulder bash from overhead will now track. @♥Hecate♥
-All forms of shuriken throw will always at least include another shuriken after it. So now it's guaranteed two and potentially three. @Zefod42
-Owl will now react to flanks on additional gap closing attacks.
-All flank reactions will now queue a jump backwards, followed up by additional neutral moves.
-Added hyper armor to sweep after heavy hitstun. (So recoil counter can weave an R1).
-Removed Single Slash -> Shoulder in neutral @Squirrelfart
-Added new variant of neutral attack.
-After an overhead, Owl may alternate "Artorias Flip Slam" rather than only relying on Chasing Slice.
-Posture has been increased by 5%
.
New Counter Attack, "Recoil Counter"
-Sekiro in special stances after deflecting certain attacks can perform an enhanced counter.
-This is achieved by pressing R1 during the hitstun animations.
-Deals increased vitality and posture damage.
Bug Fixes
-Deleted remnant of Snake Eyes Reflection in Sunken Valley. This should prevent fog wall issues. @DJProfessorKash
-True Monk's Illusion Sweep now has a much smaller arm hitbox, hopefully lowering the chance of player's getting clipped by it. @Big Brian
-Inner Owl's Familiar no longer glitches when Owl summons a fire attack. @DJProfessorKash
-Owl Father's disappearing animation can no longer wildly move, or get stunned from firecrackers. @AEmre
-Fixed patrols in first invasion of Ashina. @MyMaidisKitchenAid
- Beta Patch 1.13
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Version Beta-1.08.5 - 1.10.2
- Beta Patch 1.10.2
Owl Father
-Counter attacks are now less likely to chain spam, leading to Owl picking other moves instead of stale moves.
-Jump Attack now has correct movement speed, previously incorrect speed.
-Mikiri on Shadowfall is more lenient on close range, still has the possibility of failing.
Great Shinobi Owl
-In-combat posture regen has been paused, posture is now much more consistent to build up against Owl.
-Phase 2 smoke bomb now has the classic re-engage slam. (30 Second Cooldown)
-Fire bomb is more consistently present, but has a cooldown of 20 seconds.
-Added sweep vulnerability on Fire Slash.
-Added deathblow marker on Sekiro during the fight.
Bug Fixes
-Owl Father's blue spirit dash will now always follow up through instead of failing to chain attacks.
-Mikiris against Owl should be extremely lenient. Mikiri hitbox has been increased dramatically. Low FPS clients should not have issues with mikiris.
-The one Lone Shadow on the tower next to Shinobi Hunter is no longer an ally.
-There will be no longer a random deathblow marker on Sekiro when he is fighting Lady Butterfly. - Beta Patch 1.10.1
Owl Father
-Thanks to @Skullivon for the help on sweep staggers!
-Owl's sweeps will no longer randomly stagger as a result of the player's falling hitbox. (Triggered by high monk or jumping too close to Owl)
-Chasing Slice SHOULDN"T keep attacking the player if they deflected close-range with a sword.
-Changed front flip, no longer backs off. Now performs a sweep instead.
-Lowered Chasing Shoulder's overall knockback, lowered normal Shoulder knockback.
-Removed sweep properties from Owl's Jump Attack.
-The Delayed Overhead's followups now have better animation blending.
-New Thrust move has a much wider acceptance of angle checks for mikiris.
-New Thrust move should not randomly throw moves after it ends.
-New Thrust has a wider acceptance for distance when a mikiri occurs.
-New Thrust's mikiri frames begin earlier.
-No insta-deathblow, as it seems like it has a lot of bugs that I am unable to solve as of now.
-Shadow Fall jump now has a "ping" sound when deflected as requested by Ed.
Counter Attacks
-Removed Owl's left delayed hit that gave Owl Idle posture regen.
-Changed hard-retreats to have less punishment, more vit openings.
-Most hard-retreats now have a re-engage to keep posture paused.
-Severely lowered the chance of a kickflip.
-Increased kickflip cooldown by 5 seconds (is now 12 seconds).
-Owl's right delayed hit now has a followup to prevent posture regen.
-Substantially increased Owl's wind jumps in response to aggressive behavior, thus making Owl more aggressive to build up posture.
Phase 2
-Added a dash to Owl's blue fire combo to give the player decent time to react and lock-on.
-Added VFX to dash.
-Removed a variant of blue fire combo. (The fast direct charge)
-Extended the duration of the "Drop" blue fire variant attack to allow players to lock-on reliably.
Non Owl Father Bug Fixes
-Lone Shadow Vilehand AI is now working.
-As a result of falling hitboxes having no stagger, Corrupted Monk's sweeps should not be interrupted by interactions that are not a normal stomp. (Axe, High Monk) - Beta Patch 1.10
Owl Father
-Aggro
-Added 30 cooldowns to firecracker disengages during counter attacks.
-After Owl is sweep stomped, he will be passive. (There will be extremely small situations where he backs off with firecrackers)
-After normal disengages, the player is able to run up and continue pressure. (Similar to base game)
-If the player is not engaging with his whirlwind slash combo, he will dis-engage with a noticeable wind-based jump. Afterwards, he has several wombo combo opportunities.
-It now takes Owl roughly twice the amount of actions to queue a retreat.
-General Changes
-Removed super armor from stomp, added more block frames.
-Added more neutral moves.
-Reduced damage of "Third hit of whirlwind slash" by 40%, now deals chip damage. Reduced posture buildup by 50%.
-Increased damage of large cancelled overhead by 30%.
-Added more super armor to WW slash.
-New Move ?
-Removed block frames from Shadowfall jump, player can now shuriken him in the air. (It will unfortunately make him forget to do more attacks)
-Added new variant of wombo combo with new move.
-Increased degrees on angle checks on several moves to avoid unintended attacks. (Chasing slice and Long overhead attack)
-Reduced variations of attacks. (Substantially less 50/50 chances of quick and slow followups)
-Secondary mikiri reaction to New Move
-Deflecting Shadowrush will net a different followup compared to mikiri.
-Deflecting new move will net a different followup.
-Shadowfall move now dis-engages with a wind jump rather than Owl walking up to the player to throw firecrackers.
-New followups for delayed overhead attack.
-Whirlwind Slash now only has 50% posture regen rather than 100%, leading to owl being extremely vulnerable to pressure just via posture.
-Phase 2
-Owl's Fire Familiar attack is now changed. It has different attacks and new interactions when the player collides with the fire.
-Lots and lots of new dynamic VFX.
-New Sounds.
-Changed Owl's teleportation AI.
-Changed aggressive weighting.
-Owl's Familiar has a dynamic speed when approaching the player, so it shouldn't miss.
Deathblow
-Breaking posture near Owl will give the player a deathblow marker.
-Getting grabbed by Owl will trigger a deathblow sound.
Owl Father New Camera
-Generally increased camera distance.
-On firecracker cancels, sekiro's camera will point up and have a much lower chance to unlock.
Bugs
-Owl still randomly jumps out of mikiris occasionally. :worryhang:
Notes
-Fuck pillars. - Beta Patch 1.09.1
Owl Father v0.1
-Only phase 1 changed.
-Added lots of distance checks.
-Added Sweep reaction.
-Added lots of wombo combos.
-No mist raven attacks (reserving them for inner).
-Lots of cancels.
-Lots of reactions to player movements.
-New VFX (that actually dictate certain actions).
-Unique Shadowfall interaction upon mikiri.
-Cancels should be react-able if the player messes up.
-Much more aggressive (maybe too much).
-Runs and jumps much more frequently.
-Increased posture regen.
-Does not deathblow the player yet.
-WARNING: Great Shinobi Owl will act differently as a result of bleeding changes. I will restore them when I am finished with Owl Father.
Japanese Translations
-Thanks to @Mikiri This , I will be incorporating his translations into the official S:R file.
-MikiriThis is now the official JP translator for S:R :pls: . If you would like to comment about several translations, post it in #feedback or bug-report depending on the comment.
Simplified Chinese Translations
-Thanks to @SCHDSRLIN , I will be incorporating their translations in the official S:R file.
-SCHDSRLIN is also now the official Simplified Chinese translator as well! If there are any criticisms or comments, please post them in #feedback or bug-report depending on the issue.
Ashina Texture Change
-Thanks to @mikrithis , Ashina samurais and 7 spears now have an Ashina crest on their cloth, instead of Hirata.
Red Guard Miniboss Redux
-Yamagata now has a unique armor attached to him thanks to MikiriThis. :pls:
-This now provides uniqueness for his miniboss status.
-Includes additional destroyed states after pulling.
Bug Fixes
-Fixed infinite lightning/weird bestowal glitch with Divine Dragon.
-Genichiro no longer "forgets moveset" in story mode.
-P2/P3 SSI will now shoot the player in a sweep punish if player jumps at an awkward angle.
-P1 SSI weird wobble in fast ichimonji variants will be more sharp/sudden.
-Fixed typo in armor memo.
-Fixed typo in Red Guard miniboss.
-Increase load time for Blazing Bull Reflection. (Possibly fixes him instantly dying, could not replicate it myself). - Beta Patch 1.09
New Mechanic, "Air-shot Reflect"
-New mechanic where Sekiro is able to reflect bullets towards enemies.
-Sekiro is only able to reflect bullets while in the air, adding a risk-reward factor.
-Only works with actual bullets, not arrows or other misc projectiles.
-Affects: Ashina gunmen, all sunken valley clan members, Snake eyes, Monkey gunner, Sword Saint Isshin.
-Reflected bullets come in the form of single reflect, and shotgun reflect.
-Creates a high-pitched clang sound when reflecting.
7 Spears
-Made grab perform correct damage (as a result of this change, he does substantially more damage).
-Grab's damage is now accurate in animation.
-Grab's movement speed is adjusted to be more consistent.
-Removed buggy/unwanted moves from Ashina Reservoir.
-Note: From @Shinypockets stream I noticed that the player dies after standing up from a grabbed state, so I fixed that. I also attempted to fix the grab's movement speed but it is not 100%.
Red Guard Miniboss
-Changed flow of combat to allow more aggressive attacks.
-Less repetitive attacks.
-Spear pull now has higher stun.
-Adjusted posture regen to reduce regen while queuing moves.
-More openings.
-Note: I made these changes because he was simply too repetitive in moves (spams combo or basics). So he now he has more variety and vitality points for the player to get into a good feedback loop.
Lone Shadow Vilehand
-Improved neutral moves.
-Added block frames to the poison throw. (The player can now consistently interrupt the Lone Shadow with a quick spear/shuriken throw)
-Lone Shadow's poison hand attacks in P2 will have a unique interaction with flanking.
-R1 spamming into the LS dodges will now trade damage between the player and LS.
Blazing Bull
-Added reflection next to the "Ashina Castle" shrine.
-No moveset changes.
-Blazing Bull now has grappling points that stun him briefly when turning and deflected.
-Removed fire boxes.
-Super armor reverted to base game (doubled).
-Reduced chip damage of fire.
-Threshold to cause Blazing Bull to "go crazy" is reduced to 1/3 of his HP. (Previously 1/2)
Ashina Cross
-Reverted cancel frames to base game.
-Reduced movement speed.
-Reverted default damage to base game. (10% less damage)
-Empowered variant deals less posture damage.
-Fixed weak Ashina Cross performing prosthetic arts.
Nightjar Firebomb
-Reworked.
-Four second countdown with distinct clicks.
-Third click has a unique sound for warning.
-VFX is present at all places.
-Scaling is now more accurate.
-Scales with attack sugars?...
-No sour spot.
-Instantly charges umbrella to three charges.
-Applies burn buildup equivalent of a fire axe.
-Damage is now consistent.
Struggler's Prosthetic
-Nerfed posture damage of bullets.
-Nerfed rocket vitality damage.
Ashina Castle
-Ashina Castle Arena's samurai armor has been reverted to vanilla positions to avoid entities being stuck there.
Sword Saint Isshin
-Sweep punish is now a consistent timing :pls:
-Isshin will adapt to air-shot reflects if the player spams them from far away.
-As a result of Isshin adapting to air-shot reflects, the player is able to play bullet tennis.
- Beta Patch 1.10.2
-
Version Beta-1.08.5
- Patchnotes for 1.07 - 1.08.7
- 1.07
- Sword Saint Isshin
- -Made P2/3 SSI's thrust cancel trigger faster, leading to a less late perilous symbol.
- -Nerfed P2/3 SSI's hyper armor on wombo combo. (No longer unstoppable under normal conditions)
- -Nerfed P3 SSI's mortal blade range to prevent unintended instakills.
- -Added new followup after P1 sheathed followup.
- -Increased cooldown on P2/3 SSI performing wombo whenever he spear retreats. +20s
- -P1 SSI big nuke attack now does not regen posture after the swing.
- Inner Bosses
- -Removed changes to prevent confusion with previously old content.
- Headless Ape (Not the gank variant)
- -Changed greatly. Unpolished and I'm unhappy. Though, it is mostly acceptable.
- Snake Eyes
- -Cancel is now much slower and less deadly.
- -Thrust attacks are now substantially slower (About 50-60% more slow).
- -More thrust attacks.
- -Attacks no longer teleport from right to left.
- -Nerfed super armor.
- -Fixed "Double Snake Eyes"
- Great Shinobi Owl
- -Deathblows near a wall will no longer fail. You will die as intended, thanks to ED! :VeryNice:
- Guardian Ape
- -Double Shit Throw now has a distance check of 15 meters, you won't be seeing queue up in point blank range.
- -Double Shit Throw is now part of the wombo combo options.
- -Wombo Combo now knocks the player back 20% more so that they can evade accordingly.
- -Jumping grab now has a lower hitbox, less distance, and less tracking. :phew:
- -Wombo Combo now has roughly 30% less damage on the majority of attacks.
- -No more massive jumps and farts. As a result of this, openings are way more plentiful.
- -Removed active hitboxes during Double Shit Throw
- -Grapple points are now more prevalent at the end of openings to gap close and stun.
- 1.08
- True Monk and Fake Monk now completed
- -Reworked moveset.
- -Reworked phantoms.
- -Added special interactions.
- -Removed cheese.
- Player-related
- -Lazulite Axe now does a chunk of damage when utilized against Monk with illusionist eyes.
- -Lazulite Flame vent now does a chunk of damage when utilized during a terror attack with Monk.
- -Reduced Leaping Flame charged fire buildup. Living force now only applies after a chasing slice.
- -(Experimental) Ashina Cross now does an R1 followup depending on the prosthetics you hold. (You also need to use the prosthetic at least once in order to utilize this function)
- -Fixed VFX dued to Phantomkunai being a chad:Chad:
- Snake Eyes
- -Reduced grab frequency.
- Mibu Balloon of EXP
- -I think I put the icon in there.:phew:
- 1.08.3
- True Monk
- -Increased openings in P3 by a large amount.
- -Lowered posture regen.
- -P3 combos much less often.
- -General knockback changes.
- Headless Ape
- -Slightly uses big vertical attack less.
- -If Leaping Flame is used to pull the centipede out, Ape will take increased damage and suffer an instant burn.
- -If Lazulite Flame Vent is used against his screams, Ape will take increased damage and be stunned.
- Lazulite Flame Vent
- -Now provides terror resistance when casting the attack.
- Nightjar Slash
- -Nightjar Slash can Mikiri.
- -Mikiris via NJS will do 50% more damage, similar to a "Yashariku Sugar" effect. Can stack with attack sugars.
- -NJS Mikiris will have a more intense visual effect and additional sound accompanied by it.
- -The Mikiri frames are active as soon as the player is in the air. It is not instant.
- One Mind
- -I overtuned it to oblivion, so bear with me.
- -Holding completely still will "charge" the stance. Once charged, the player has to release at the flash of the hilt in order to gain the empowered variant.
- -Holding for too long will negate the empowered variant.
- -The empowered variant will have additional VFX and significantly more damage.
- -Shuffling and idle movement can be used to manipulate when the Player wishes to charge.
- -Followup is nearly guaranteed unblocked if the attack is landed within the sphere of cuts.
- -Increased movement speed.
- -Given I-frames when releasing the initial attack.
- -Followup now can auto-deflect incoming attacks if the opponent is hyper-armoring the slashes.
- Seven Spears of Ashina
- -Enhanced.
- -The player is able to rematch Seven Spears via the samurai armor next to Hanbei.
- -Press the interact key to start.
- 1.08.4
- //NEW PROSTHETIC//
- -"Struggler's Prosthetic"
- -This item is rewarded when Inner Isshin is defeated in any situation, reflection or gauntlet.
- -Normal R2 = Shoot five bullets towards an enemy. Will push an enemy back and deal massive posture/vitality damage if all landed.
- -Charged R2 = Shoot a rocket that will deal massive AoE damage and knock all enemies down. Will also immediately blow up the player if used too close.
- -Held Down R2 = Constantly shoot bullets towards the enemy.
- //Notes//
- -This is not balanced whatsoever. Do not take this prosthetic seriously in actual gameplay. It is purely for fun as of now. If you would like to suggest a way to make it actually balanced and unique among the other prosthetics, feel free to speak in #feedback.
- -This is inspired by Berserk, where the main character has a cannon and automatic-crossbow.
- -This will have some bugs, such as the lack of sound. The sound will never load unless Sword Saint Isshin is present.
- Seven Spears
- -Defensive options have been expanded.
- -Less block frames.
- -Way more hyper armor. He will shove you when he pleases.
- -Less grabs.
- Flame Vent
- -All iterations of held-down flame vent allows for full speed walking instead of the slow walk.
- Bug Fixes
- -Owl VFX for mist raven fixed.
- -Gyoubu camera fixed.
- 1.08.5
- Hanbei's Corner
- -Now much more lively. Additional light via lanterns and some more torches.
- -Tree is grapple-able.
- -Now a fogwall appears when challenging an opponent.
- -Updated Quality of Life when summoning Red Guard or 7 Spears.
- Red Guard Elite
- -New miniboss, only in the refight center as of now.
- -Modified AI greatly.
- -Added unique camera when Sekiro is pushed back.
- -Added a spear pull interaction to the Red Guard Elite.
- -Using Leaping Flame to pull off his armor will set him on fire.
- -Pulling off his armor will make him extremely weak to poison and fire. It will also increase vitality damage.
- -Needs a name.
- Great Shinobi Owl
- -Added cowering back in P1-P2 transition.
- -GSO now tracks posture breaks more accurately.
- Bug Fix
- -Removed matchlock noise from flame vent when not using the Struggler's Prosthetic.
- 1.08.6
- Ashina Castle 2 (Owl's Invasion)
- -Added Tengu encounter.
- -Added setpieces.
- -Modified enemy encounters.
- -Added Red Guard miniboss.
- -Added more grapple points.
- -Added a "Secret Shinobi Door".
- -Added a WIP side-quest.
- Red Guard Miniboss
- -Armor strip is now much more clear and apparent.
- -Hitting an armored Red Guard will produce sparks and shield sound effects.
- -Changed attack logic to have a more "aggressive-friendly" approach from players.
- Poison Lone Shadow
- -Modified.
- -This version of the poison lone shadow will not reflect the abilities of the other miniboss Lone Shadows.
- -Attack logic should allow for "aggressive-friendly" approach.
- -Adjusted looping for hitting until block and hitting until deflect.
- -Added re-match in Hanbei's Corner.
- Chained Ogre
- -Added modified moveset.
- -Added explosives nearby.
- Bug Fixes
- -Removed gun sfx from flame vent.
- -Father's Blessing is put back into the game.
- 1.08.7
- Roaring Stream
- -Added latent skill text. (Thanks to @Claude )
- -As of now, it is not required to perform the new empowered sheathed stances.
- -Drops from red guard miniboss.
- Ashina Cross
- -Increased movement speed.
- -Added i-frames before the slashes.
- -Added empowered variant.
- -Removed prosthetic followup.
- One Mind
- -Added additional vfx and sound.
- Genichiro, Way of Tomoe (Mortal Blade Ver)
- -Removed chip damage from the first 2 slashes of the Mortal Blade Sakura Dance. (:HesitateTwice: @Gredsir )
- SFX
- -Added sfx folder to correct some sfx glitches.
- 1.08.7.1
- Sword Saint Isshin
- -Removed insta-ashina cross
-
Version Beta-1.04
- **CUSTOM MAIN MENU**
- -Made by Edpratti, the chad. With help from Abacabb!
- **Bosses**
- -Enhanced Gyoubu Oniwa
- -Enhanced Lady Butterfly
- -Enhanced Sword Saint Isshin
- -Changed Great Shinobi Owl's camera
- -Changed Gyoubu's camera
- **Senpou Temple**
- -Lowered Hodiro’s sightline
- -Armored Warrior no longer breaks guard through deflect
- **Nightjar Firebomb**
- -Fixed activation
- -Now has text thanks to Cursed
- -Still massively overpowered for early game. Balanced for late game (hopefully)
- **Father’s Blessing**
- -Mist raven no longer summons Owl latently.
- -New Item
- -Defeat Inner Father to gain this item
- -A toggle on ability that will make each mist raven activation summon Owl
- **Great Shinobi Owl**
- -New follow-up after fire grenade
- -More frequent cancels on chasing slice
- **Ashina Castle**
- -Fixed Fujiwara stance
- **Ashina Outskirts**
- -Fixed Arumando not resetting
- -Fixed odd Taro bell enemy
- **Hirata Estate**
- -Added text for Masamune’s Edge
- -Fixed clipping issue for Masamune
- -Fixed enemies fighting campfire issue
- **Skills**
- - Bestowal recharge on deathblow
- - Regenerate after resurrecting
- **Combat Arts and Prosthetics**
- - Buffed Ashina Cross (more vit damage)
- - Buffed High Monk (Now does additional posture damage. Last kick cripples enemy's posture regen.)
- - Buffed Praying Strikes (Now does additional posture damage. Last hit cripples enemy's posture regen)
- - Buffed Spiral Cloud Passage (Doubled chip damage)
- - Resurrection now slowly heals the player (will be a future skill)
- - Emblemless Mortal Draw nerfed. Mortal draw unchanged. Mortal draw is less effective enemies against enemies who are not weak to it.
- - Buffed charged Ichimoji
- - Nightjar slash now has I-frames. Nightjar slash now has the highest dash possible. Now does chip damage
- - Leaping flame has a normal tipper with higher fire buildup. Charged LF has higher fire buildup and higher damage at all ranges.
- - Buffed Purple fume firecrackers, now has a sweet spot on timing. (A little bit overpowered honestly)
- --Leaping flame now applies a short living force buff on the charged attack (KNOWN BUG: Living force will appear on the cleave type spear)
- **Quality of Life**
- -Thanks to PhantomKunai, we now have additional options for idols.
- -The player is now able to turn charmless on or off
- -Store options
- -Gourd seed option
- -Fit prosthetic option
-
Version Beta-1.01
- Patch 1.01
- Genichiro Ashina---------------------
- Lightning removed in phase 1
- Lightning more prevalent in phase 2
- Way of Tomoe 2 new openings, FP and grab run
- Way of Tomoe FP mid combo more common
- Changed shotgun arrow to more combo starters
- Changed lightning arrow into only 1 instead of 3
- Way of Tomoe performs slightly less thrust attacks
-
Version Beta-1.00
- Patch 1.0
- Ashina Outskirts------------------------
- Tengu Appearance
- Lone Shadow Appearance
- Enemies have been repositioned
- Chained Ogre now fights other Ashina enemies
- Kawarada is now Tenzen Yamauchi
- Tenzen Yamauchi is now Seven Spears
- New Samurai miniboss before Gyoubu (Has AI tweak)
- Explosives are scattered around the map (They reset on rest, they normally don't)
- Gyoubu Oniwa is extremely rough
- Hirata Estate------------------------------
- Lone shadow miniboss on the first bridge (has AI tweak)
- Enemies have been repositioned
- Lone Shadow Sentries will smoke bomb teleport on sight
- Shinobi Hunter (AI tweak)
- 2nd Lone shadow miniboss (has major AI tweak, he’s also bald, quality)
- Ashina men now initiate fights with bandits (they are friendly)
- Ashina Elite now assists in Juzou fight
- Juzou now has armor (use spear)
- Lady Butterfly is rough
- Ashina Castle Part1-------------------------
- Tengu Appearance
- Matsumoto is untouched
- Changed enemy encounters
- More kamikaze nightjars (To add more “fun”, danger, without overwhelming the player)
- Nightjar miniboss (woo guy, AI tweaks)
- Ashina Elite miniboss added (near sabimaru pickup)
- Ashina Elite Jinsuke (AI tweaks and relentless phase)
- Blazing Bull can now be one-shot with explosives (Player needs to set the explosives manually)
- Bell Taro miniboss (no AI tweak, simple stat boost)
- Added explosives around the map
- Lone shadow in well (AI tweaks, many cancels)
- Seven Spears (slight AI tweak)
- Genichiro Ashina and Way of Tomoe has been altered greatly (quality)
- Senpou Temple-----------------------------
- Changed enemy encounters
- Armored Warrior (now fights relentlessly at 50% posture)
- Red eyed bell taro miniboss (AI tweak)
- Some funny monkeys
- Long-arm centipede untouched
- Spear adept miniboss added in front of illusion hall (has AI tweak, quality)
- Passives / Items-
- (THESE ARE ALL ON BY DEFAULT FOR DEBUG, WILL BE IN SKILLS IN FINAL PRODUCT)
- Gain red spirit emblem on deathblow
- Gain posture on mikiri
- Gain extra damage on attack sugar
- Summon owl using mist raven
- Kamikaze item (may be broken)
- Added EXP balloon (gives one level, no visual effect)
- Smokebomb (inaccessible)
- Increase fire damage slightly
- Ashina Castle (invasion 1)---------------------
- Great Shinobi Owl altered greatly (quality)
-
Version 1.10.2 - 1.13
- -Version names on main menu. (Updated on Eng, JP and Simplified Chin)
- -Added Juzou armor texture from MikiriThis.
- -Removed Shield Taro in Hirata 1, replaced with normal Hirata Bandit. @DJProfessorKash
- Thai Translation
- -Thanks to @Lnent, S:R now has a Thai translation! Greatly appreciated my lad.
- -Please notify me if anything needs a revision.
- Selling S:R Items
- -The player is now able to sell the Nightjar Firebomb, Crimson Tanto, Refight miniboss memories, Father's Blessing. This can be used to get rid of duplicates.
- Samurai
- //Received significant rework
- -Reworked to be more faithful and in sync with S:R's design.
- -More heavy "whump" noises when swinging.
- -VFX for hard-hitting/significant attacks.
- -Less flail-like attacks.
- -More player friendly, will hopefully introduce new S:R players to some aspects without extreme difficulty.
- -An emphasis on slow but methodical attacks rather than long combos.
- Seven Spears
- //Received medium rework
- -Added block frames to shove and neutral moves, allowing the player to re-establish aggro much more consistently and friendly.
- -Made grab more consistent to hit player.
- -Less "randomness" (Odd inconsistent strings, grabs out of nowhere and such), and more methodical movements. This will lead to 7 spears being more easy/predictable, but I feel as it will be a good direction to turn to.
- -As a result of making 7 spears being more weak to aggression, 7 spears has dis-engages that potentially re-instate neutral but Players can still harass him. He has more dedicated counter attacks as well.
- -Added back extreme stagger after deflecting 7 Spears' attack attempt from mikiri-ing him.
- Armored Warrior
- //Received significant rework
- -Reflection is located near the bridge in Senpou Temple. (Closest to "Temple Grounds" Shrine)
- -Neutral moves have a longer combo.
- -Thrusts are more prevalent but take less mikiri damage. (-10%)
- -Higher hitstun and higher knockback to emphasize weight.
- -Increased turn-rate but still whiffs on clumsy attacks.
- -Thrusts are now much more consistent to mikiri.
- -Added Phase 2 transition, accompanied with a different moveset for Phase 2.
- -Can be staggered via fire damage when in Phase 2.
- -Fogwalls should work fine.
- Owl Father
- -Removed Owl randomly running up to the player to slash once.
- -Amount of posture damage against Owl from Shadowfall has been nerfed.
- -Added additional vfx and sounds.
- -Changed counter attack logic, allows for more clashing of swords when the player wishes to be aggressive.
- -Reduced Stuttering.
- -Certain cancel chances will diminish over time, lowering the chances of a loop.
- -Owl's large combos' chances will diminish over time after usage, allowing for him to use his full arsenal.
- -Owl's close range combo now has a lower chance to queue if a previous combo happened recently.
- -Shoulder bash from overhead will now track. @♥Hecate♥
- -All forms of shuriken throw will always at least include another shuriken after it. So now it's guaranteed two and potentially three. @Zefod42
- -Owl will now react to flanks on additional gap closing attacks.
- -All flank reactions will now queue a jump backwards, followed up by additional neutral moves.
- -Added hyper armor to sweep after heavy hitstun. (So recoil counter can weave an R1).
- -Removed Single Slash -> Shoulder in neutral @Squirrelfart
- -Added new variant of neutral attack.
- -After an overhead, Owl may alternate "Artorias Flip Slam" rather than only relying on Chasing Slice.
- -Posture has been increased by 5%.
- New Counter Attack, "Recoil Counter"
- -Sekiro in special stances after deflecting certain attacks can perform an enhanced counter.
- -This is achieved by pressing R1 during the hitstun animations.
- -Deals increased vitality and posture damage.
- Bug Fixes
- -Deleted remnant of Snake Eyes Reflection in Sunken Valley. This should prevent fog wall issues. @DJProfessorKash
- -True Monk's Illusion Sweep now has a much smaller arm hitbox, hopefully lowering the chance of player's getting clipped by it. @Big Brian
- -Inner Owl's Familiar no longer glitches when Owl summons a fire attack. @DJProfessorKash
- -Owl Father's disappearing animation can no longer wildly move, or get stunned from firecrackers. @AEmre
- -Fixed patrols in first invasion of Ashina. @MyMaidisKitchenAid
- Beta Patch 1.10.4 Hotfix
- General Changes
- -Updated version name.
- -Sekiro's thrust hitbox from deflections will now make the enemy parry in the correct direction. @sauce
- -Armored Warrior has less turn rate during thrust moves.
- -Lowered Vilehand's hand hitbox size.
- -Red Guard armor strip now deals more posture and vitality damage.
- -Red Guard total posture and posture regen has been lowered.
- -Monk's P2 terror has been removed until a big rework, lowered stats of P2.
- -Sped up input acceptance on several recoil counters, resulting in a faster counter from the player.
- -Changed Recoil Counter's SFX.
- Bug Fixes
- -Fixed VFX on R1 string while Struggler's prosthetic is equipped.
- -Juzou's Armor has been restored visually.
- -Restored Hirata Estate music, all health bars have been restored.
- Beta Patch 1.10.5
- General Changes
- -Owl's medium-range gapcloser no longer has immediate armor.
- -Owl's recovery after flip attack has less turn rate.
- -Thai Translation updated.
- -Whirlwind Slash now has sweep immunity.
- -Dragon Flash now has quicker deflect cancel frames to prevent the player from taking damage after a "quickdraw" from a Recoil Counter.
- -Updated Version Names.
- -Removed grapple points in Hanbei's corner to prevent players accidentally grappling to the trees rather than Snake Eyes or any other character there.
- Recoil Counter
- // These changes allow the player to perform more dynamic movements in place of the normal R1 input.
- -Added Prosthetic cancel frames.
- -Added Combat Art cancel frames.
- -Added Grapple cancel frames.
- -Combat Arts such as Dragon Flash, Ichimonji, and Shadowrush have a much faster attack animation when queued from a recoil counter. Has unique VFX attached to it (can be changed later).
- -Added additional Counter opportunities in SSI's fight.
- -As a result of adding more counters in SSI's fight, SSI's HP and posture are increased.
- -Added bass, more camera shake, and a brighter deflect VFX.
- Bullet Reflect / Grappling
- // These changes are aimed to give the player a good re-engage, a nice cinematic feel, and maintain flow within a fight.
- // Very large changes will happen to this mechanic soon so these changes will not be permanent.
- // Warning: The grapple icon does not work yet.
- -Bullet Reflect is now much more accurate.
- -Reflected bullets will tag enemies with a grapple status. (Only specific bullet enemies have a stagger for this).
- -Grappling Attacks will now have a much more smooth R1 chain right after.
- -All mid-air deflection animations now have grappling cancel frames.
- -Grappled enemies should take massive stagger long enough to consistently grapple and punish. Please notify me if it is not consistent.
- -Edited Isshin's stagger frames to allow grapple punish.
- -Grappling attack now deals 1/3 less vitality damage. Reflected bullet deals 1/4 less damage. (Because all of these attacks are chained together).
- Mortal Draw Changes
- // I calculated these values again for extra consistency. Fun fact, Empowered Mortal Draw deals 1.33x Vit, 1.5x Posture damage roughly compared to MD.
- -Jumping Mortal Draw will still only reference normal damage, not the empowered variant.
- -Emblemless Draw deals immensely less damage, virtually no chip. (-50% Vitality damage)
- -Normal Draw deals same damage, not affected by the emblemless nerf.
- -Scaling should be vanilla now.
- -Most bosses will no longer take 0.75x vitality damage and will take 1x vitality damage from MD.
- Run and Slide Changes
- // As for now, these changes just allows stylish dodges.
- -Given 9 I-frames. (Same amount as Forward dodge).
- -Can cancel into a jump during slide.
- -Cannot dodge sweeps.
- -Cannot mikiri thrusts.
- -R1s queued after the slide will be much quicker.
- -Unique R1 animations instead of default variant.
- -Substantially increased turn rate so Sekiro can land R1 follow-ups.
- Bug Fixes
- -Fixed Samurai General AI. Will now pick different moves at long range rather than posture recharge. Fixed instances where samurai will crash.
- -Recoil Counter is now consistent against Owl, he will never interrupt from this attack.
- Beta Patch 1.11
- New Miniboss, Nightjar Elite - Kamikaze Raven
- -Completely redesigned Nightjar moveset.
- -An extremely well done visual rework by @Mikiri Counter .
- -Made all spinning variations of attacks deflectable by sword. (Also, a new rule I made up for intuitive gameplay is that there are only 3 hitboxes per spin. This never deviates.)
- -Added a very large amount of re-purposed animations. (He now has a slide attack, and an X-Slash for cinematic interactions)
- -Has many opportunities for a recoil counter.
- -Available in Hanbei's Corner for now.
- -Currently, the reflection variant is scaled to late game. The real version will be scaled to early game.
- -Edited sounds and VFX.
- -Spin attacks have much more tracking and much bigger hitboxes for consistency. (No more randomly missing)
- -Unique interactions with explosives.
- General
- -Updated version names.
- -Updated ENG and JP names for Nightjar Elite.
- -Added sweep frames on SSI aerial move.
- -Removed duplicate Corrupted Monk hitboxes. (Prevents the player from getting hit twice)
- -Removed snow blinding VFX from Corrupted Monk's fight.
- -Added Recoil Counter opportunities in Corrupted Monk's fight.
- -Recoil Counter can now be queued immediately after the deflect impact. (There are no longer frames where the game fails to store the player's R1.)
- -Recoil Counter can be performed more late for leniency.
- -Hanbei's Corner lighting has been improved for night time. It now shows character models off more rather than a stark black shade.
- Bullet Reflect
- -Added hitstun pause to add some weight to a reflect.
- -Added additional VFX (spark tracers after a reflect).
- -Changed Sound. It is now louder than before and echo-y. (also applies to recoil counter)
- -Grapple Icon is now fixed.
- -Optimized Grappling Logic (I doubt this would create issues for hardware anyways.)
- Beta Patch 1.12
- Recoil Counter
- -Blocked variants will make the player break guard. Removed high pitched deflect sound from blocked variant.
- -The Axe prosthetic is now quicker if queued directly after a Recoil Counter.
- -Ashina Cross and One Mind is now quicker if queued directly after a Recoil Counter.
- -Axe VFX and sounds are changed when queued after a Recoil Counter.
- -Mortal Draw is now quicker if queued after RC.
- -Praying Strikes is nearly instant if queued after RC.
- -All Variants of "Quickdraw" combat arts such as Shadowrush, Ichimonji, and Dragon Flash have new custom VFX when queued.
- -All RC states will have parry, R1, and dodge frames for the entirety of the animation.
- -Added sour-timed R1 strike if player inputs too late.
- Perfect Recoil Counter
- -Pressing R1 at the perfect time given by a glint/sound on his sword will give Sekiro additional options.
- -Sekiro is able to R1 faster shortly after this.
- -Sekiro is able to R1 and be able to perform an empowered prosthetic and combat art directly afterwards with even faster speed.
- -You can tell if the timing is perfect with a gust of wind around Sekiro appearing.
- -This technique is not going to be necessary for a majority of the game.
- Combat Arts and Prosthetics
- -Whirlwind slash's R1 follow-up has been changed.
- -Dragon Flash now has a faster R1 queue and has been changed.
- -Ichimonji's R1 follow-up changed.
- -Ashina Cross' R1 follow-up changed.
- -Shadowfall's R1 follow-up changed. Faster Queue.
- -Praying Strikes quicker in general. L1 frames after punches are quicker to queue.
- -Axe's R1 follow-up has faster L1 frames for defense.
- Bug Fixes
- -Grappling twice after a bullet reflect is now fixed.
- -Blazing Bull grapple won't fail anymore.
- -Brown Ape now aggros when Headless Ape screams.
- General
- -Player's L1 frames after stomping an enemy has been allowed earlier. This will allow for quicker mid-air punishes but it will also punish players who mash L1 in reaction to a mid-air punish. (A side effect is that combat arts are quicker to queue in air)
- -Nightjar Firebomb's VFX has been slightly changed.
- Gyoubu
- -Completely reworked.
- -Added recoil counter opportunities.
- -Gyoubu now counter attacks extensively.
- -New attacks.
- -The player is now able to MIKIRI Gyoubu on any perilous thrust attack.
- -Improved hitbox consistency and deflection reactions.
- -Removed multi-hit charge attack.
- -Tested with NG0 CL DB AP 1 non-reflection.
- -New Yell SFX.
- Nightjar Elite
- -Added to main game.
- -Is now seen in the cutscene when Genichiro captures Kuro. Thanks to @mikiri!
- -Added a custom arena on Ashina Castle. (Where woo guy spawns.) Thanks to @mikiri! (again lol)
- -Nightjar Kite has a replaced model. Thanks to... Mikiri
- -Made AI more consistent.
- -Removed Seething Flame Minor, replaced with EXP balloon.
- -Added into normal playthrough. (Tested scaling with 1 AP and CL DB)
- -Slightly changed up homing speed and effects.
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