Combat improvements: - Characters should be able to hit their targets consistently with the new hit detection. - Much cleaner weapon trails, 16 times more accurate than before.
- Camera shake effect upon impact to other characters. - Player attack animations tweaked.
Lock picking mechanic improved. - It's faster to choose actions. - Camera no longer bounces back and forth. - Mansions have one level tougher locks. - Quantity icon.
New Mansion interiors:
- Cursed Mansion. - Marquardt Mansion.
Landmark changes in preparation for the main quests:
- Shipwreck on the shore in Barry's Field. - Town of Fortuna separated from Barry's Field. - Barry's Field and Town of Fortuna surroundings refined. - New farm landmark.
Baron Reynold Von Sparkle boss fight improved.
Forgotten Folk rise from the ground animation.
Skeleton Champion alert animation.
Wild Boar spawn animation.
More graveyard enemy spawners.
Sneaking speed increased.
Ghoul Merchant and Merchant corpses added to generator.
Combat improvements: - Characters should be able to hit their targets consistently with the new hit detection. - Much cleaner weapon trails, 16 times more accurate than before.
- Camera shake effect upon impact to other characters. - Player attack animations tweaked.
Lock picking mechanic improved. - It's faster to choose actions. - Camera no longer bounces back and forth. - Mansions have one level tougher locks. - Quantity icon.
New Mansion interiors:
- Cursed Mansion. - Marquardt Mansion.
Landmark changes in preparation for the main quests:
- Shipwreck on the shore in Barry's Field. - Town of Fortuna separated from Barry's Field. - Barry's Field and Town of Fortuna surroundings refined. - New farm landmark.
Baron Reynold Von Sparkle boss fight improved.
Forgotten Folk rise from the ground animation.
Skeleton Champion alert animation.
Wild Boar spawn animation.
More graveyard enemy spawners.
Sneaking speed increased.
Ghoul Merchant and Merchant corpses added to generator.
Sneaking mechanic. (press Ctrl on keyboard while moving or move the analog stick slowly)
Sleeping improvements: - Sleeping heals. - Passage of time is shown while sleeping. - Player stays in sitting position after sleeping.
NPC and object interaction inputs streamlined.
Sneak behind an unexpecting NPC to steal valuable items.
(Though it comes with the risk of getting caught! If the NPCs notice the player is stealing from them they'll either attack the player or flee the scene - potentially alerting nearby guards)
Camera zooms in while trading with merchants.
Sprint animation redone. (the animation looping issue will be fixed in the next release and sneaking speed will be boosted)
Teaser of the upcoming mansion interiors in Release 26:
Sneaking mechanic. (press Ctrl on keyboard while moving or move the analog stick slowly)
Sleeping improvements: - Sleeping heals. - Passage of time is shown while sleeping. - Player stays in sitting position after sleeping.
NPC and object interaction inputs streamlined.
Sneak behind an unexpecting NPC to steal valuable items.
(Though it comes with the risk of getting caught! If the NPCs notice the player is stealing from them they'll either attack the player or flee the scene - potentially alerting nearby guards)
Camera zooms in while trading with merchants.
Sprint animation redone. (the animation looping issue will be fixed in the next release and sneaking speed will be boosted)
Teaser of the upcoming mansion interiors in Release 26:
This update focuses heavily on adding new gameplay mechanics and removes the compulsory 30 FPS lock. The toggle for removing the lock can be found in options.
Lock picking mechanic and breaking into houses: - Failed break-in attempt can result in an angry dweller coming out of the house:
- New house landmarks and interior randomization improved. - 3 types of interior cellar entrances: Reinforced hatch, regular hatch and secret hatch
- Two types of wilderness cellar entrances.
- New randomized cellar, windmill and farm interiors. - All Western Province houses connected with road and functional door. - Distance field accuracy increased 9x which allows for tighter landmark and road fitting:
(The target is to fit all locations into one map)
Hard Ogre's heart hidden in the world.
Sleep mechanic improved - you can now sleep until a specific time at the campfire.
(The next update will make sleeping replenish health as well)
Treacherous minefields and bomb disarming mechanic:
Also effective for leading enemies into them...
Town of Fortuna improvements: - Cathedral, east and north sides polished:
This update focuses heavily on adding new gameplay mechanics and removes the compulsory 30 FPS lock. The toggle for removing the lock can be found in options.
Lock picking mechanic and breaking into houses: - Failed break-in attempt can result in an angry dweller coming out of the house:
- New house landmarks and interior randomization improved. - 3 types of interior cellar entrances: Reinforced hatch, regular hatch and secret hatch
- Two types of wilderness cellar entrances.
- New randomized cellar, windmill and farm interiors. - All Western Province houses connected with road and functional door. - Distance field accuracy increased 9x which allows for tighter landmark and road fitting:
(The target is to fit all locations into one map)
Hard Ogre's heart hidden in the world.
Sleep mechanic improved - you can now sleep until a specific time at the campfire.
(The next update will make sleeping replenish health as well)
Treacherous minefields and bomb disarming mechanic:
Also effective for leading enemies into them...
Town of Fortuna improvements: - Cathedral, east and north sides polished:
New starting location at the border of random generated and handmade content:
Forest spawner system part I: It spawns forests, flowers, wheat fields and sunflower fields around roads.
(House, healing altar and camp lights can be seen from far away to aid the navigation at night)
Enemy spawners in landmarks and along roads.
Improved landmark placement using distance fields.
(the actual distance field)
(how it looks from landmark's point of view)
Lots of other procedural generator improvements.
Road generation has received much more attention: - Roads can spawn houses along itself. - Each landmark decides what kind of road connects to it. For example you have a higher chance of encountering elves if you're traveling to Elven Citadel. Road leading to Goblin Forest spawns lots of goblins etc. - The road keeps itself horizontally level so it's easier for the player to walk on it:
(In theory NPC's should be able to walk pretty much any road, though the AI navigation might still get stuck sometimes)
Big random generator optimizations to get this new more advanced system to run fast enough.
Very long distance terrain shadows.
(Regular objects can't cast these type of shadows but they can be shadowed by these)
Multiple save game slots.
New ranged weapon aiming mechanics. Holding the left trigger (right-click on a mouse) moves the camera to the over the shoulder aiming view. (See this earlier announcement post for GIFs)
Blunderbusses, Pistols and Crossbows have their own unique carrying and aiming animations:
Several body armors which can be switched:
Falling from heights can kill.
Melee hit detection improved.
Boss variants of wolves and wild dogs:
Several unique armor variants for NPC's.
Several new tree objects.
New merchant guard.
Handmade landmarks have received more polish.
More characters moved to random generators.
Ground spawning animations for several characters.
Several new world generator nodes: Dilate, Shrink etc.
Distance based generation of terrain tiles. (faster)
New Temporal AA adapted from Playdead's wonderful game Inside.
New better quality and faster bloom effect.
Screen-space reflection quality improved.
Additional distance culling system.
More seamless day and night cycle.
Generation seed is displayed.
Tons of small improvements and bug fixes.
This update went through a pretty long testing period, thanks everyone who helped!
What's coming next:In Release 22 forest spawner will get another big feature. It gains the ability to spawn forests anywhere on the map and also bring much more advanced blue noise based hierarchical object spawning to replace the grid jitter algorithm.
This image explains how part of it works:
Each small image depicts the same forest. Spawning stars from the first row and advances left to right. White dot's represent succesfull spawning and gray dots were rejected due to lack of space or proximity to other existing objects. I won't go it into specifics of all the little details but the end result is much more natural forests. In several places the procedurally generated content is starting to produce more beautiful results than the handmade landmarks.
New starting location at the border of random generated and handmade content:
Forest spawner system part I: It spawns forests, flowers, wheat fields and sunflower fields around roads.
(House, healing altar and camp lights can be seen from far away to aid the navigation at night)
Enemy spawners in landmarks and along roads.
Improved landmark placement using distance fields.
(the actual distance field)
(how it looks from landmark's point of view)
Lots of other procedural generator improvements.
Road generation has received much more attention: - Roads can spawn houses along itself. - Each landmark decides what kind of road connects to it. For example you have a higher chance of encountering elves if you're traveling to Elven Citadel. Road leading to Goblin Forest spawns lots of goblins etc. - The road keeps itself horizontally level so it's easier for the player to walk on it:
(In theory NPC's should be able to walk pretty much any road, though the AI navigation might still get stuck sometimes)
Big random generator optimizations to get this new more advanced system to run fast enough.
Very long distance terrain shadows.
(Regular objects can't cast these type of shadows but they can be shadowed by these)
Multiple save game slots.
New ranged weapon aiming mechanics. Holding the left trigger (right-click on a mouse) moves the camera to the over the shoulder aiming view. (See this earlier announcement post for GIFs)
Blunderbusses, Pistols and Crossbows have their own unique carrying and aiming animations:
Several body armors which can be switched:
Falling from heights can kill.
Melee hit detection improved.
Boss variants of wolves and wild dogs:
Several unique armor variants for NPC's.
Several new tree objects.
New merchant guard.
Handmade landmarks have received more polish.
More characters moved to random generators.
Ground spawning animations for several characters.
Several new world generator nodes: Dilate, Shrink etc.
Distance based generation of terrain tiles. (faster)
New Temporal AA adapted from Playdead's wonderful game Inside.
New better quality and faster bloom effect.
Screen-space reflection quality improved.
Additional distance culling system.
More seamless day and night cycle.
Generation seed is displayed.
Tons of small improvements and bug fixes.
This update went through a pretty long testing period, thanks everyone who helped!
What's coming next:In Release 22 forest spawner will get another big feature. It gains the ability to spawn forests anywhere on the map and also bring much more advanced blue noise based hierarchical object spawning to replace the grid jitter algorithm.
This image explains how part of it works:
Each small image depicts the same forest. Spawning stars from the first row and advances left to right. White dot's represent succesfull spawning and gray dots were rejected due to lack of space or proximity to other existing objects. I won't go it into specifics of all the little details but the end result is much more natural forests. In several places the procedurally generated content is starting to produce more beautiful results than the handmade landmarks.