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Improved Melee Combat Edition (IMCO)
About This Mod
Improved basic combat with a general revision of melee combat, new technology and faster cancelation of animation allowing for changing weapon statistics.
The project has 2 main objectives:
1- Change the animation of almost any weapon to get faster, smoother, fascinating, more complex (in terms of technology) battles, allowing for some advanced technology available only through early cancelation of animation.
2- Give it a reason to make it easy and make your own build class. Now switching to lightweight opens up new game tricks that are impossible if you move to middleweight or heavyweight.
Warning:
-> Vanilla game will be easier for better maneuverability and faster attack animation. It is recommended to combine it with other modes that add complexity.
.-> Don't play online, etc. You can ban it.
New!!: Finally, I set up a general imco-based game review mode called Elden Ring: Tarnisheds edition. So you can use imco alone to play vanilla games only with War Revision, or you can perform a full game revision along with all other changes.
Detailed changes:
- Improved Ash of War melee: all aows have been modified to match the rest of the mode. They now have some additional features, such as block frames and October frames, that you can undo faster and faster.
- Updated parry: now all frame windows with parry support correspond to parry animation. Start faster for all of them. All attempts were set to 3 frames and Buckler's shield to 4 frames. Buckler's shield has 1 extra start frame compared to the rest of the parry, but the active October window lasts longer (6 frames versus 7 frames for the rest of the parry). Warning: you may have to relearn the timetable, but once you know it, you will realize that parries is now easier to work with and has more options to use.
- Recycled bow and crossbow. AMI's range in this mode is not long-range weapon, but the bow felt so awful that I felt I had to fix it. Now they work the same as the rest of the guns, and the October additional supports were canceled early.
- Added basic block / time deviation mechanics. If you hit the block immediately before the enemy attack hits you, you will get temporary blocks that will give you several advantages: 0% dmg endurance and a reduced amount of physical and basic dmg depends on the weapons you use. Lighter weapons have worse characteristics, while heavier weapons and shields have better characteristics. This means that when your endurance is depleted for constant attacks, you can go into a tank to build a base unit or use it as a source of capture.
* Note: The blocks scheduled with the latest update are split to make merging easier. You can easily read them using the information provided.Combine the csv files with your changes.Recycle Bin to dsmapstudio (use the Csv import function).
Replace the Sekiro dashboard light indicator. In addition, we have added a quick undo feature to Secirodash, which in October provides a new unmobility technology:
> Step aside: block the enemy and throw it aside. While on the Enterprise, you can undo the side step of a quick attack at any time during animation.
> Double Line: immediately cancel the edge of a straight line or side step to another line or side step.
- Added weight loading function in Sekiro Dash. The time to turn off the dashboard now depends on the load of your equipment. The lower the load on the equipment, the more you can cancel the dash on another dash (and step back on another dash or dash). Medium and heavy shots do not affect the time of cancelation. This means that if you need maximum maneuverability, you should stick to very light weight loads, but if you invest in durability and light weight, you can use the dashboard even under moderate loads on the equipment.
Example video:
https://www.youtube.com/watch.v=6_qKPZj4kaM
- Added an i-shaped frame for retreat and animation squats. Now you can use squat animation to avoid attacks. Animating the reverse step also gives you simple invincibility.
- Added quick cancelation to step back and squat animation. Now you can quickly undo the backward step or cancel the squat animation, which is both a hall attack and rolling from idle position.
- Added knife throwing cancelation technology. Now you can undo the attack and cartoon animation by throwing a knife, as in Ninja Gaiden 2.
- The speed of knife throwing animation has increased significantly, and you can cancel the knife throwing animation as soon as possible.
"The first attacks will be called off. Practically any attack animation (i.e. for a weapon that has been revisited previously) can be canceled earlier or later, depending on the parameters of the weapon's weight ratio, and this can be canceled for other actions immediately after the frame of the active strike. Each weapon has a december-to-weight ratio ranging from 0 to 1. The higher the value, the slower the attack chain.
- Added free Dodge cancelation. Now you can cancel dash/dodge animation on most frames, as well as wind or recovery animation. You're not allowed to undo a strike cell, so you'll need to calculate the attack time, but you'll need to make sure you're not allowed to undo a strike cell to play Vanilla ER.
- Added the ability to perform a fint attack. You can use Dodge Cancel to undo them during reload animation, undo other attacks, or use Dodge Cancel.
- Quick change of weapons: now you can change weapons as quickly as you can by pressing the exchange button.
- Some of the attack animations were accelerated. It can be especially noted with a swift sword, curved sword, dagger, katana, small ax and whip.
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