Source: http://crayder.com/wishmere/2016/02/10/update-3-change-log/
Timestamp: 2019-04-24 12:04:32+00:00

Document:
General Synopsis: More fundamentals into what Wishmere will end up becoming have been added: Arcade Mode, a core mode where players can immediate dive into battles with waves of enemies, and our newest character: Pandy. A lot of polish was added to the UI and presentation of the game, rounding out the identity of Wishmere, much of which will be more apparent when the new iteration of our new Story Mode is released.
Moveset expanded below in ‘Character’ section.
Arcade Mode is a completely new game mode where players seek to complete “Bases”, arena-like battles that test both the endurance and skill of players as they take on waves of enemies. These bases range in difficulty and type, from Easy, Medium and Hard as well as Special Matches. Special Matches are single round battles where players face off against exceptionally difficult opponents, such as Dr. Chaka and 5 Space Century’s for example. Players that want to take on the ultimate test can compete in the Endless Base, where players battle an infinite wave of enemies in order to achieve a high score.
The previously named Arcade Mode has now been renamed to Story Mode. This mode, while currently unchanged in this update, is now undergoing development to be retooled to better fit a more cohesive story experience. We’re considering a lot of different approaches when creating Story Mode, and we will update you further once we’ve decided on the best method of conveying Wishmere’s Story into a great game mode.
The previous Arcade Mode has been renamed Story Mode.
Tutorial Mode has been moved from an option in Story Mode to it’s own game mode, called Tutorial mode. This is a quality of life change that would allow players easier access to the Tutorial.
The Main Menu selections further updated to reflect the future of development.
Story Mode now has added UI to indicate “Ready” and “Go”. This is a general polish addition that we felt was missing from the beginning of each stage. Some polish in this area we hope would better round out the player experience.
Transitions into and out of stages have been updated. The transitions have moved from fade to black to dynamic “slices through black” and “closes to black”. This is another polish addition we have implemented in order to add some sharpness to Wishmere’s presentation.
Made a variety of stability fixes, which have increased general playability, FPS and smoothness of Wishmere.
Added a text UI sound effect while dialogue is being written.
Altered dynamism of shadow positions in order for shadows to more accurately grow, shrink and appear in the correct positions for both characters and enemies.
Immobile structures such as turrets and abatis (the spikes in the Ice Wasteland) have their strikebox size reduced. Testing on these structures indicated that their strikeboxes were too wide and thus hurt the player too often, so we made it easier for players to maneuver around these structures.
Interacting with interactables is now more precise. This means that it interacting functionality is now more intuitive to recognizing an interactable in range to be interacted with. For instance, characters now detect chests more accurately and characters are now more precise with stepping on panels in the Space Station puzzle.
Codex Block/Barrier is now only one button (Interact). At first blocking was a quick double tap, but player feedback indicated that blocking should be bound to an easier notation as it is so vital. At the moment this means that interacting and Codex Blocking are the same notation, so interacting with objects now also makes the character Codex Block. We will be examining the effects of this change and see if further notation changes to interact or Codex Block need to be made in the future.
Character Synopsis: We’ve added a new character in the Wishmere universe: Pandy. She is a much more aggressive and quick character capable of dismantling enemies with her high DPS. As we progress, Pandy is a good indicator of the type of variance that is coming for the other characters in the game. We’ll be looking at adding characters (and pausing in developing the Story Mode) as we develop, as we try to round out the gameplay in the game first.
When Pandy’s Abilities hit an opponent, she gains Blood. When at least 1 of her Goblets are filled, she can perform Bloodlust, which heals her for a portion of her HP.
A quick teleport. Pressing and holding a direction will make Pandy travel during her teleport. Limited to one directional input per execution.
Attacks and releases a weak short-lived projectile.
A quick damaging attack. Can be followed up with Creed of Damnation.
A slow and extremely damaging attack.
An extremely weak attack. If used to kill an opponent, Pandy gains a temporary speed boost.
Dives downards. If it hits an opponent, Pandy follows up with a damaging slash.
Grants Pandy 1 filled Goblet.
Creates 2 duplicates of herself for a period of time, that trails her actions. Her movements are dramatically increased, which allow for combos and maneuvers performable only in SA2.
A dashing attack. If an opponent is close, Pandy follows up with a damaging sequence. Consumes all available goblets and Pandy deals additional damage for each goblet consumed.
The attack now hits 3 times, increased from 1 time. The damage for the attack remains the same.
Fixed a bug where turrets that self destruct would be considered to be killed twice instead of once, which would render some gameplay functions to function incorrectly.
Fixed a bug where utilizing the “Brisk Pace” skill would make players enter the Run animation instead of a Walk animation under certain circumstances.
Fixed a bug where Safford’s Super Art 2 would hit inconsistently if too many enemies were being attacked.
Fixed a bug where Safford’s Super Art 3 would hit inconsistently if done too close to a wall.
Fixed a bug where Safford’s Super Art 3 would incorrectly display the slash hitspark when facing a particular direction.
Fixed a bug where Safford’s Super Art 3 would render Safford infinitely dashing when the Super Art 3 was performed in succession.
Fixed a bug where Dove’s Super Art 3 would fail to detonate when activated if the player had enough bar to perform the Super Art 3 once again.
Fixed a bug where Dove’s Super Art 3 would display the hitspark in the wrong position when shot from the left.
Fixed a bug where Dove’s Super Art 3’s explosion shadow would be incorrectly displayed if the opponent was airborne when the mark was detonated.
Fixed a bug where Dove’s Super Art 3 would not correctly play the arrow destroyed animation under certain circumstances.
Fixed a bug where Dove’s Super Art 3 detonation would not deal damage to airborne opponents under certain circumstances.
Fixed a bug where Narsus’ punch sound FX was not being played.

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