Status of Sprites 1: Entrance 1 & 2

Status of Sprites – Entrance 1 & 2: Names in red are enemies that are finalized, meaning that their AI is done and no more changes need to be made (note: not all changes are listed here, like stat alterations; that would take too long. Plus I wouldn’t want to spoil everything for you guys).
Also note that almost enemies now will go into attack mode if they are damaged while standing idle, and many enemies will no longer “stagger” (also known as going into their pain animation… like when a bloody zombie is cut) except in some circumstances.

(quick note: entrance 1 is the one with the Wargs in it and the bone scimitars.Also in entrance 2 the lower area with a save point is now accessible once certain things are done, and the save point looks correct now)

  • Warg: attacks and turns quicker.
  • Zombie: rise quicker, move at varying speeds. Will stop respawning if enough are killed until you leave the room.
  • Fishman: Attacks & moves faster, fireball is quicker. Will stop respawning if enough are killed until you leave the room.
  • Merman: does not appear until later on in the game when the stage is revisited. Faster fireball and attack.
  • Bat: faster and wavier movement. Will spawn infinitely in some rooms like in the old Castlevania games.
  • Bone Scimitar: skeleton and sword are now 2 separate entities; meaning that you can no longer hit the sword and damage him. Faster and more aggressive. Now drop Short Sword & Brass Knuckles (red rust was removed from the game)
  • Blade: faster and more aggressive. Can no longer be stuck in a damage loop where he keeps reeling constantly or kicking from outside of range forever. Attack pattern varies. Also has a final attack.
  • Gurkha: faster and more aggressive. Can no longer be stuck in a damage loop where he keeps reeling constantly or stabbing from outside of range forever. Attacks pattern varies, and has a new attack. Also has a final attack.
  • Owl Knight: Faster, more aggressive. Horizontal rage on knight itself was fixed. Sword attacks have more range. Mourns if owl is killed for much less time.
  • Owl: Much faster now, and becomes very dangerous if knight is killed first. Mourns if knight is killed for much less time.
  • Bloody Zombie: knife range has been fixed, as has the damage type to be cut. if made to stagger at all, he will chase you non stop until he is killed.
  • Slogra & Gaibon (mid boss fight; optional): both much more dangerous now. Slogra’s spear hits even if just held idle now (like in super castlevania IV). If they are beaten you also receive a small reward for beating them. FIXED a bug native to the original, game where if Gaibon took the right amount of damage (that would cause him to fly off normally) WHILE he was off the edge of the screen, he would in fact NEVER do so.
This entry was posted in Sprites (enemies, items, candles, etc.). Bookmark the permalink.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s