So, 1st thing, there's a unity bug which can cause hard crash (black screen / reboot mandatory) it's tied to particles (Flame, Blood, Snow, Rain, etc) i've deactivated all ingame particles but some might still be there (falling snow on some maps, dynamic weather, etc)
This bug should be corrected quickly by unity as it's blocking every VR dev but while it's not, no releases in production
About the beta content :
- Combat evolution with better impacts reactions on npcs. you can hit them multiple times. for exemple, tap quickly multiple times on shield and it will move away each time
- Combat IA evolution : enemies will try to circle you V2. when they have on of their team member between them and you, they will try to move right or left
- Combat evolution : Grabbing . Grab physics hav been reworked. You can grab by the arm or the the head. Grabbing is now done with the grip button - grabbing by the arm will just make the npc fall on ground - grabbing by the neck will let you combo : Throw him away, pin him to a wall with a weapon, thrown him up and impale him, throw him and punch him throw him and kick him
Combat evolution : Punching - Trigger button with hand not equipped will clench your fists as before but now you can really punch npcs in the head or body with no risk of grabbing them punch do damages now - small punch will do little damages - big punches (like running toward and punching npc in the face) will make him fly away - you can still slap them in the face open hand to make them stagger too
Kick physics and shield bash have been reworked too
While enemies are stabbed, you can now punch them, kick them , hit them with your shield to make them fly away
Combat evolution : Weapon throwing - All weapons are now thrown by releasing the grip button (no more trigger) - a small movement while releasing will just drop them - a big movement while throw them away -> Doing a big movement with javelin, axes or daggers will trigger the throwing system (same as before)
Oher evolutions : Polearms can now be held in reverse : just throw them in the air and grab reverse. Only the Big jousting pole cant be held reverse
New sounds added : Stabbing, flesh hits, punching, kicking, falling from cliff, etc
Destroyed Shields and Polearm Fragments will now disapear in 10 sec to maintain perfs
Added a breakable option to throwable things (u ca only test with the bottle in the lobby)
Lot of bug corrections and improvments here and there
Main game and Demo have been updated with the following changes :
- Official WMR bindings included in the game (made with Samsung Odyssey)
TOG officialy support WMR now.
- Npcs will now try to execute down enemies - Improved combat AI : More agressive enemies. Better spreading. They will also try to circle you - Improved Parry AI to something a little more natural - Guard Order behavior changed - Some bugs correction - Incorrect Impact force when npc is turning is back corrected too - Optimisation work on latest village map
New steamVR 2.0 controls support with bindings : This has been tested extensively but if you experience issues, don't hesistate to post a message. Thanks to this, WMR users will be able to play with sticks too and all oculus buttons are usable. Also, incoming Knuckles are supported.
Liv Mixed reality support : A dedicated post will follow
Modding : -Outfits for NPC and Avatar -Shields -Flags -Tents
Weapons Behavior : - Halfswording position - all weapons can be thrown at enemies just by releasing grip with force - You can still power throw Javelin/Axes/Daggers as it used to be - When you've stabbed an enemy, you can release the weapon in him, just by releasing grip - You can throw and stick weapon in ground or against a wall/surface - You can pin an enemy on a wall / on the ground - You can stab with arrows and bolts - Improved blocking registration for damages - You can now pickup enemy limbs and throw them to their friends / hit them with to make them stagger - Added some bottles to, just for testing, you can throw at enemies maybe i'll add more throwable things in the future
IA : - Guard formation behavior improved - Formation orientation now based on hmd and not body direction - Archers in Firewall now fires 3 flamed arrows each time - Units in Shield / Spear walls have better defense - Archers and skirmishers now have limited ammo. Once out of ammo, they unsheat a blade and go melee. The will be considered as infantry then for orders - Dismounted cavs are now considered as heavies for orders - New IA for NPC target selection allowing better spreading of units accros the different targets with differential behavior for ranged or melee units
New content : 4 new maps (2 Hold the place - 1 battle - 1 convoy)
Other : - Lot of bugs corrections - Improved animation and physics blending on hits - Stamina consumption have been slightly changed - Smooth turning speed increased - Horse position calibration is possible in option menu - Added oculus buttons for kick and jump - Some perf & navmesh improvments
and lot of other things
Now i'm fully dedicated to finishing the campaign.
Hey all, nice little beta update with the following content :
- You can now pickup enemy limbs and throw them to their friends / hit them with to make them stagger
- Added some bottles to, just for testing. in lobby and in the tutorial. no throw sound. No breaking, but you can throw them maybe i'll add some throwable things in the future
- Archers and skirmishers now have limited ammo. Once out of ammo, they unsheat a blade and go melee. The will be considered as infantry then for orders
- Archers in Firewall now fires 3 flamed arrows each time so it really increase firewall formation power
- Stamina have been slightly changed
- All weapons can be thrown at enemies just by releasing grip with force this doesn't change actual throwable weapons way to do it's just an addition if the angle is right, stabable weapons will stick to walls, objetcs and bodies they will rebound on enemies shields and weapons but can kill them if hit the head
- When you've stabbed an enemy, you can release the weapon in him, just by releasing grip also, if doing this against a wall/surfaceyou can pin the enemy to the surface
finally, i've reworked a little animation and physics blending on hits
This beta also include previous modifications on Modding. All units now have separate outfits files so you can customise everything.
LIV support in test (LIV SDK integrated) for mixed reality. You can activate the Mixed Reality mode ingame by pressing M on the keyboard. Avatar body will no be rendered and LIV SDK will be activated
Bug correction on Orders/Commands Bug correction on Modding support