Defeating officers with a full health bar or while they’re afflicted with a status effect, for example, upgrades a series of abilities, of which five can be equipped at any time. An exclamation mark alerts you to enemies with a stronger alignment, but even here you can turn things to your advantage: wait for them to launch a charge attack and a well-timed switch can lead to a powerful counter.įinishing off an opponent like this is satisfying enough, but you’ll also benefit in other ways. Deliver repeated attacks to opposing officers holding a weaker weapon type and you can launch into an unstoppable flurry of blows that not only looks great, but rapidly drains your rival’s health bar – and usually takes out any nearby troops into the bargain. While in the past it’s been all too easy to stick with the same weapon type, here you’re actively encouraged to switch during battle thanks to a new affinity mechanic: for Heaven, Earth, and Man (read: rock, paper, scissors). The second weapon they carry into battle can be selected from a generous array of alternatives that only increases the longer you play and the more officers you beat. They’re brought to life with the usual hammy or overly mannered performances that have grown oddly endearing over the years, though it’s about time Omega Force did something about the battle cries of the defeated, which repeat ad nauseam.Įlsewhere the developer does its best to alleviate the inherent repetition of its simple combat systems, giving each character a preferred weapon that conveys an attack bonus and a unique EX attack triggered by a simple combo. I also enjoyed Jin’s Jia Chong, albeit less for his combat style than his dark personality and devious machinations he’s the kind of ally you can never fully trust. Take two of the nine newcomers, for example: the Wu kingdom’s suave Lu Su sweeps aside opponents with a rake, while Shu’s Guan Xing carries a pair of wingblades, gliding and swooping across the battlefield. So while a host of new playable characters takes the roster well over the 70 mark (and thus making it a bit confusing for the uninitiated), this time they all handle differently thanks to distinctive moves and special attacks. Both have the same effect.It does this not just by adding more stuff, as is the way of the sequel, but by making that stuff matter. I've also tried setting it to hold the key down while the thumbstick is down, and to sleep for 20ms before letting the key back up. I'm not sure why it would send the key successfully at one point in the game and not another, unless it's sending a key other than F12.ĮDIT: After some further testing, the thumbstick can now also be used to clear button assignments (also hard-bound to F12) but still not letting player 2 join. It works fine for getting past the "Press Any Key" screen which was not possible before, but when starting a match and the prompt to press F12 comes up, nothing happens anymore. This binds the F12 key to depressing the left thumbstick, and lets Alt F4 close the game (Launch.exe is the name of the game executable after it's started for some reason). WinWaitClose, DYNASTY WARRIORS 8: Xtreme Legends Complete Edition WinWait, DYNASTY WARRIORS 8: Xtreme Legends Complete Edition Run, C:\Program Files (x86)\Dynasty Warriors 8\play-Dynasty8.exe SetWorkingDir, C:\Program Files (x86)\Dynasty Warriors 8 SendMode Input Recommended for new scripts due to its superior speed and reliability.
#NoEnv Recommended for performance and compatibility with future AutoHotkey releases.