I am happy to announce a new update. With the next patch - which should be released in summer 2018 (northern hemisphere) - massive improvements of the AI and a lot of new features will come into the game.
AI
The code for the AI has been reduced by 80%, but has significantly more features. The bots are now much better, which you'll notice after a few minutes of playing. The pathfinding, the accuracy and much other things are significantly different from older versions.
The bots now attack in platoons and no longer single as before. Of course, this increases the difficulty but also the tension!
AI animations
That all bots run in the same way seemed to be subprisoned. As a result, the bots animations were made more varied and new animations were added, at the request of some players. This is easier said than done, because there are not many available player animations for Unity, and I unfortunately cannot create them. If someone has a source for it I would be grateful for hints!
AC-119 gunship
In the discussion forum, someone asked about an armed AC-119, which was used in the Vietnam War. The plane was already in game (unarmed as a transporter) and therefore it was possible to make something out of it without any problems. And I have to say, the result is awesome and it's really fun! As like the ' Doorgunner ' games, where you sit in the MG of a Huey, the AC-119 is also shot from the side with an M-134. The projectiles leave a luminous trace and depending on what you hit on the ground, you set the environment on fire. Maybe I'll upload a video soon.
Other new features
- Lots of new 3D jungle hut models - Two new VC and NVA soldiers 3d models - New NVA aircraft Li-2 (Russian version of the C-47) - New map: Green Hell (Brandnew-no remake!) - New map: My Lai (Brandnew-no remake!) - New map: Saigon Suburbia (Brandnew-no remake!) - New map: Welcome to the Jungle (Brandnew-no remake!)
Welcome to the Jungle
The most graphically sophisticated map ever built for EOD is likely to be the new 'Welcome to the Jungle'. No other map contains so much details.
Jumping fishes, flies, mushrooms, soil vegetation in the jungle and on meadows, a fabulous moon, searchlights, traps with flares and fireflies in the night version of the map and much more. The map just looks great.
Here a few 90% WIP (work-in-progress) images of Welcome to the jungle
Elemental World Part 1:Rise Of The Guardians - wiseowlstudios
Hi quick update after many hours of fiddling with settings i finally found out whats caused the not being able to log in,inventory bugged etc it was one of the new item validators not set right such as what currency to use on shops.
Now this is fixed i need to test resorce and quest system and if thats working everything will be back to normal.
With the new town in place it has made load times very fast (10-20 seconds on my pc) and frames 20-60 before using options (depending on what part town and world looking at) here is an image of the town spawn zone at night
We've patched a new update with a new game mode change.
Below are the change logs: - Damage for weapons greatly increased. - HEADSHOT damage increased for all classes - 5X. - Hit sounds when being shot. - Assault rifle accuracy increased by 50%. - Oculus hand angles fixed. - Bad glowing buildings for the lobby are fixed. - Hint text/objects added to every weapon. - Hint text on hud that tells you when rockets or ability is ready. - Fixed hero selection button after death. - Bullets speed increased by 2.5x - Lobby updates and we tell you what is coming up. - FIRST PASS AT NEW DISK CTF This does not work with bot yet. Only with humans you enter a code, grab a disk and can throw it to friends now.
All movement speeds are very fast, shoot + move is still slower. Bots updated: NEw speeds added for different classes. VO: All heroes have place holder VO for now.
Thank you guys and please give our latest patch a try.
Today’s patch fixes some more issues that have come up since release. We also added an option in the gameplay tab for hosts of multiplayer games. This option gives hosts the ability to allow or block developer cheats on their servers. This doesn’t yet work with Modapi and other methods of cheating but we are planning on implementing that as a next step.
This patch should also improve stability overall, and also updates the dedicated server fixing an issue where time calculation could get broken over time.
V1.06 changelog
Fixed mouse losing focus on some multi-monitor setups
Fixed held map looking partially transparent when outside if using unity ssao
Fixed area in Cave 9 where you could climb out of cave
Item tooltip now accounts for item properties such as decay state to force a refresh when hovering between different inventory views of a specific item (ie: hovering from a fresh rabbit to a spoilt rabbit will properly refresh the UI)
Fixed bug where you could fall out of cave entrance near end of game if crouching when entering
Fixed bug where players couldn’t pick up new outfits if they had already previously filled up all their clothing spots
Fixed saving when holding the sharing tray causing issues with deleting items
Fixed cancelling some ghost structures with a single log added dropping 2 pickups to the ground
Fixed missing number amount in rabbit skin item tooltip
(Multiplayer) Host can now choose whether clients are allowed or not to use the built in debug console
DS - Fixed interval timer counting time while no player is connected
DS - Fixed time calculation precision issue causing time to no longer getting properly accounted for at some point
DS - It is now possible to choose whether clients are allowed or not to use the built in debug console, either with the "allowcheats <on|off>" entry in the config file or "-allowcheats" command line parameter
Fixed typo on one of the story pickups
Fixed issue with stealth armor value sometimes incorrect when loading a save
Fixed ponds and lakes appearing totally black if material quality was set to lowest
Fixed camcorder videos not playing correctly on 32bit machines
Edit: Added a small additional fix
V1.06b
Fixed bug with creative mode in single player not working correctly
If you are running a dedicated server, you will need to restart your server with the latest version to be compatible with this patch release.
Hello everyone, today the new update: Takao Kai is now online.
This update mainly focuses on bringing more pilots from KickStarter to the game. So here's the list of the new pilots appearing in this patch.
Appearing in Mission 2: Rise, Mirai! Lucas Lundy as an enemy
Appearing in Mission 4: Sacrificet Omnia Herro-Sama, Zulu Squadron, as an enemy Lt. "Easy Rider" Shikaze, Sky Rider Squadron, as an enemy
Appearing in Mission 10: For the Fatherland Ilhan Blanco as an enemy Vladimir Turk Cheng The Abomination, as an ally Vice not Virtue as an ally
Appearing in Mission 12: Battle of Yukon CN Shannon as enemy
Appearing in Mission 17: Electronic Warfare CoeStar as an ally Nick Consolo as an enemy Denis Ipatov as an ally
Appearing in Mission 20: Kibou no Hikari William J. as an enemy
Appearing in Mission 23: United by Hope Firestorm "Danger" Dash as ally Jack Katou as an ally Diplomacy as an ally Strayed (Lost) as an enemy Final Fight as an enemy
We also fixed voice playing glitches in the later part of Mission 2: Rise, Mirai! and in Mission 20 part 2 when you fight XJPH-01 Anapanasti. Looks like these glitches just emerged a few months ago from changes in a recent patch and just detected by us, so we fixed it. The playing experience, especially the Anapanasti fight, shall be much smoother now.
In next update, we're bringing you more Ace pilots with their customized machine. Stay tuned. Pawee
Good evening, Crew! First of all: thanks to everyone of you who is supporting us and playing our game. Without your bug finding skills our progress would be much slower!
On another note we want to inform you that we decided to lower the base price of the game. A few of you already told us to do so and after long consideration we decided to do so. Hopefully the lower price will attract more active players and fill the empty ships with life. The necessary information was send into verification in Steam today, so it'll be a few days until the change is live.
We apologize in front of everyone who paid the higher price and ask for your forgiveness. You've done the first step in making DARCO come closer to the vision we have of it. Lowering the price was the necessary step though, so we can keep developing and make your investment worth a while! We really hope you can understand our decision and wish you a pleasant Monday nevertheless.
- Added a new mercenary for hire in the tavern. The Battle Priest is a tough, well-armoured cleric able to cast several buffs and healing abilities. - Dragon Hunter character model redone to be more detailed and appear more in-line with other dwarves in the game. - Dwarf Ironguard character model redesigned. - Treasure chests now always drop one of three new, high-value collectibles. The new collectibles are a large gold drop, a potion of destruction and a potion of invulnerability. - Added a new tooltip that appears when the mouse hovers over a tile. This tooltip displays terrain effects, collectible details and a summary of enemy units with their hit points, action points, and counter attack details. - Added a new party-member summary on the left side of the screen that displays each surviving party member’s hit points and a small icon to denote whether that unit can attack, move or perform any abilities this turn. Pressing any of these icons also focuses the camera on that character and makes him or her the actively selected character. - Removed zero value items as rewards for completing a level. Instead, players will instead gain an additional 500 gold for completing the level if the random reward item has zero gold value. - Scaled up the shop vendor screen to be easier to read. - Fixed a bug where the wrong patrol level would be checked off as completed when patrol levels 5 or later were completed. - Fixed a bug where characters would navigate off the screen if trying to move to certain tiles on patrol mission 10. - Fixed a bug where unchecking the “persistent corpses” option would not cause corpses to be hidden automatically. - Fixed a bug where the inventory stat screen incorrectly capped certain characters’ dodge and attack skills at 100. - Fixed various minor bugs. - Added some limits on the number of times several Steel Golem abilities can be used per battle for game balance reasons.