This patch adds apron side punches, fixes a number of bugs and improves plenty of situations where wrestlers are inexplicably immune to strikes and grapples.
Additions
Apron: Added punches to the side. These are used when striking at targets that are also the same apron next to a wrestler.
CAW: Added value displays next to sliders.
Changes
AI: After a low randomized number of ground attacks, the AI will stop going for more for a few seconds. This should mitigate stomp loops.
Apron: After receiving a certain amount of damage, similar to sitting or in a corner, wrestlers will now ragdoll from the apron.
CAW: Rearranged the attributes so they are in the same order as they are shown in the wrestler selection.
Counter: Changed how wrestler stats influence a wrestler's counter score: Energy and Momentum now the same influence, the influence of Health has been lowered somewhat.
Counter: Decreased the maximum chance of a successful counter.
Counter: Skill now influences the counter scores.
It is easier to counter moves of less skilled wrestlers and vice versa.
Grapple: Performing a weak strike no longer grants grapple immunity at all.
Input: Changed lock-up and grapple triggers to how they were before beta 0.11.0:
Entering a lock-up is now done by tapping A (E on keyboards).
Entering a grapple is now done by holding A (E on keyboards).
Quick grapple moves have been moved to holding B (R on keyboards), though this may not be permanent.
Pace: Increased wrestler base acceleration by 33%.
Pace: Sped up the front and back grapple entering animations by 25%.
Pace: Sped up the stair stepping animations by 25%.
Reactions: Reduced or removed strike and grapple immunity in several situations where it used to span the entire animation.
Climbing in or out of the ring.
Climbing up or down an apron.
Climbing the top turnbuckle.
Climbing onto the stage.
Jumping onto a barricade.
Picking up, placing or throwing a weapon.
Reactions: Removed complete strike immunity for a half second following climbing an apron.
Stats: A fraction of incoming damage determined by a wrestler's Health is now also applied to their Energy.
Fixes
AI: Fixed AI prematurely aborting any attempt to drag their victim towards the center of the ring prior to going for a pinfall, and sometimes not even considering it.
AI: Fixed AI not attacking wrestlers on a barricade or jump-ready on the stage.
Corner: Fix corner occupation not cleared when prematurely exiting a climb animation (e.g., due to ragdolling), causing the corner to become unclimbable by others.
Corner: Implemented a regular check to make sure that wrestlers who are believed to occupy a corner are actually there. This should fix corners becoming impossible to climb if anything goes wrong.
Count-Out: Fixed eliminated wrestlers potentially still being counted out.
Elimination: Fixed non-ragdolling wrestlers being eliminated prematurely in some situations.
Flying Moves: When performing a flying move while holding a weapon, that weapon is now ignored for mid-air collision detection, which caused the wrestler to instantly ragdoll for some moves.
Reactions: Fixed wrestlers being immune to strikes when sitting on a barricade or jump-ready on the stage.
Rules: Fixed the match continuing after everyone has been eliminated and the last participant enters after.
We collected the most popular questions from subscribers and answered them in an interview. Read insider information from the writers of āThe Last Wishā in the article š
#MODJAM2024 is well under way. This year we had over 100 modders sign up, and over 60 design documents submitted. While we aren't expecting to have 60 Legendary Leaders submitted at the end of the competition (wouldn't that be awesome though?). Today, we're going to give you the first sneak peek at the Legendary Leaders our modders are currently working on, as well as give you a peek at how the final mod package will work.
The #MODJAM2024 is still currently on-pace for a January 11th, 2024 release. You can subscribe to the Mod Jam mod and get this content as soon as it releases!
Last year, we tried something a little different, in which the mid-game crises were posted by the modders themselves. For something like a mid-game crisis, this approach makes sense. Mid game crises can be iterated on for a long time, and (hopefully) these mods will continue to be supported into the distant future. However, for this year, we have decided to go for an all-in-one package, to make it easier for players to install and run the Mod Jam mod -- since last year's approach with a workshop playlist and wrapper mod was a little convoluted.
The Mod Jam Package
When starting a game with the Mod Jam mod enabled, when the game starts you will get a popup to choose which Legendary Leaders will be allowed to spawn.
We've also hooked up the vanilla Legendary Leaders to this system for the Mod Jam mod.
Clicking each leader will allow you to turn them off -- if its a leader you didn't like, or you want to guarantee which leader you play with, so you get to experience all the content. Each leader will also have a tooltip that describes in a loose sense what the leader does, so you will not be going into this completely blind.
Leaders are currently spawned one of three ways:
Random Spawns - this behavior is the most like the vanilla spawning of Legendary Leaders. The game will choose 3 to 6 Legendary Leaders to spawn randomly throughout the galaxy, from the list of Legendary Leaders that are allowed
Random Leader for Players - This option will spawn a random Legendary Leader from the list of allowed leaders within four jumps of each Player's homeworld. We could've allowed leaders to spawn for AIs as well, but that opens the opportunity to break things in interesting ways, and with the time constraints put on our modders, I didn't think it was a good idea to add an additional requirement.
Players Choose - This will spawn a choice for each player in the game of what Legendary Leader they want to spawn within four jumps of their home system. This is the option you should probably use if you want to play each and every one before you vote.
Azaryn is not in the list of choices, since Azaryn was disabled in the startup menu.
And that's the limit of the modding that I've done for this event. But you're not really here to see the stuff I made, you're here to see what the Modders have made. Like last year, we have prepared some (and are still working on) promotional assets for each one of the submissions. I know I've said this about a dozen times already, but thanks again to the Gigastructural Engineering team for letting us use their Stellar Systemcraft for the Mod Jam promotional art.
I've also invited the modders to each write about the inspiration for their mod (if they like). This explains why there are some that contain inspirations, and some that do not.
The leader idea is based around the fantasy of āgeniesā, fantastical creatures that provide wishes to the person they are bound to, but with some limitations, drawbacks and potential twisted results; In this case we are tied that concept to a specific sci-fi trope, which is the āmanipulation of timeā and, in some degrees, ārealityā; the Chronolord is bound to a specific place and a specific relic, which resembles the āgenie lampā and as such becomes a desirable target for other empires, whether it is for envy, fighting its positive economic effects or just gaining another relic for their use.
Access to some Legendary Leaders will be restricted to owners of other DLCs, such as the Mircorv Core, which will require Astral Planes in order to explore the Rift.
Inspiration: I spent too much time on stellaris. With this leader, you also can spend your time. Literally. Jokes aside if I had to name an inspiration it would probably be all the Dagoth Ur Memes. Aevumās way of talking is heavily influenced by Dagothās cryptic speeches. The Chronomancer idea came along somewhere in the process.
Iāve always been a sucker for a good time loop story, and finished a game (In Stars and Time) containing the best Iād ever seen by a wide margin the day before the modjam theme was announced and work began. While Iām drawing more broadly from time loop tropes in general, the concept was very much on my mind.
Some commonalities from some of these stories/media I enjoyed and seek to implement for my Leader were the concepts of an impossibly large goal at the end of the loop as its breaking condition, the looping character being affected by the dissociation that repeating time enough would cause, gradually becoming more and more powerful each loop, and how they might keep certain bits of knowledge about the future concealed until the right times.
Ultimately, I picked the idea for the fundamental reason that I am presently enthusiastic about the particular flavor of time shenanigans involved as a story device, making it much easier to come up with and work on my ideas. This perfectly falls in line with my own personal axiom that Iāve been using to stay focused, that being that modding should be fun.
I wanted the concept of a leader that had their own agenda, and was going to try and achieve that, with or without you. The contingency gave me a great template to work off, since we all know what its goal is, and as a bonus it lets me explore taking synthetic evolution to its ultimate conclusion with machine intelligence.
Thanks for reading! We'll be back same time next week with more Mod Jam Legendary Leaders to show off!