- Added BGM from a previous title from the DYNASTY WARRIORS series. - Added new wallpaper. - Added new emotes. - Added a "Synthesize" system that allows players to modify accessories. - Added the powerful enemies "Wolf Pack", "Wolf Pack EX", and "Flame Tiger EX". - Added rewards that can be received by defeating powerful enemies. - Added locations to which players can fast-travel. - Improved the map screen so that linked missions can be confirmed visually. - Corrected a number of other minor issues.
======================================= January 29th, 2019 Regarding the update on January 24th, 2019
There was an error in title update Ver. 1.19 for the Steam version of "DYNASTY WARRIORS 9". The functionality written below will be applied to a future update.
- Added new wallpaper.
We sincerely apologize for any inconvenience caused to our customers.
The Thrill of the Fight - VR Boxing - Ian (Sealost)
Hello everyone! Time for another main branch update!
A quick note before the good stuff. The method for scrolling menus has changed in this update. Instead of having to bother with the scrollbar, you now poke and drag the menus as if they were a touch screen. This means you'll move your hand in the opposite direction that you have been in order to scroll, which may take some getting used to.
As always, I'd love to hear your feedback, either over on the Steam forums, on Reddit (where I'm u/fyian), or directly at my email address at fyiandev@gmail.com. The game is still in Early Access so anything and everything on the main branch is still subject to change based on your feedback. If you want to receive frequent (but less tested) updates with cutting-edge changes that I'm testing out, please opt into the game's beta branch through Steam.
Two New Opponents!
Jump in the ring with two new boxers. Alexei Petrov, or "Melky" as he's more affectionately known, is a young blood from Russia here to train in Hazegood's Gym. New players will take him on as their first fight in front of a crowd. On the other end of the roster, the slippery Mateo Vega (or "Matty") is the new champion of the roster.
Difficulty Progression System Tweaks
Instead of unlocking a difficulty level for a specific opponent by defeating the previous opponent on that difficulty, you now unlock difficulties for a specific opponent by defeating that opponent on an easier difficulty. For example, beating Joe on "Normal" will allow you to fight him on the "Endurance" difficulty level. "Challenger" has been renamed to "Endurance" and "Champion" has been renamed to "Extreme" to better suggest what to expect from those difficulties. Progress indicators have been added to show what difficulty levels you haven't beat yet. "Normal" and "Easy" are always available for unlocked opponents.
AI Body Punches
The AI will now throw punches at the player's body. The player has fuller arm blockboxes in order to better cover themselves up.
Dynamic Third-Person Camera
The third person camera now dynamically follows the action like a TV camera.
Better Block and Parry Animations
The opponent's fists no longer glide past your block once you've successfully blocked or parried them, but instead will stop at the point of impact.
New Crowd Visuals
The gym crowd has been updated with more varied visuals. (Note that there are more gray and white haired crowd members than intended. The hair color ratio will be tweaked with future updates.)
Exit Bout Mid-Round
If you pin your opponent into a corner and clinch him for several seconds, the ref will end the match. This both prevents a clinching exploit and allows you to exit a match mid-round.
And Much More!
There are many other combat tweaks and bug fixes included in this update. Check out the previous beta news updates for the full list.
For those of you on the beta branch, here's what's different from the last beta update:
The player now suffers a small damage penalty from being rocked.
The desaturation/grayscale effect from being rocked is now much stronger than before.
The visual and audio effects from being rocked reach full intensity sooner than before.
The camera shake effect is now used for head hits that don't hit hard enough to cause the full white flash.
The red flash for the body hit is now darker.
Added blondes back to the crowd. (There are more gray and white haired crowd members than I intended. I'll fix that in a future update.)
Fixed a bug causing contact with the opponents to constantly trigger the blocked hit sound and vibration.
Fixed a bug allowing the opponent's hits to be blocked too early in their punch and without playing the vibration or audio trigger.
Reverted the body damage changes. Body hits again have slightly reduced damage compared to head hits.
Thanks everyone for your support! REHTONA has officially launched on Jan 23rd, PST. Please feel free to share anything you want in the community, or contact us directly via support@joyient.com, or our FB, Twitter or Instagram page.
- Bug Fix - Now you can see your resouce bar when upgrade knowledge or buildings - You can keep playing after you win the game - You can retire at any time - Add next castle button for next upgrading castle - Add damage detail information for every attack, just move you mouse above any targets for 0.5sec
You can now upload your own levels from the level editor to Steam Workshop, and play levels created by other players from the Workshop menu in the game.
To upload levels, just hit the upload icon in the level editor toolbar. The first time you upload a new level, the Steam Workshop page will open in the Steam overlay, giving you the opportunity to add a description to your level.
In the main menu, the "Workshop" menu is now enabled. This menu will show you all the Steam Workshop levels you've subscribed to. By default you won't be subscribed to any, so the game will pop open the Steam overlay and take you automatically to the Workshop page where you can subscribe to levels. When you return to the game hit the Refresh button and the levels will appear.
As always, please let us know if there are any problems, and have fun composing tunes! We can't wait to see what the community creates!
An update for pre-release Xenogrove players has been released.
MOUNT REWORK: Significant portions of mount physics have been reworked for more natural riding. The mount will conform to the surface better and allow for a smoother less bumpy ride.
AUDIO: Certain gameplay-essential sounds are no longer streamed from disk and instead are loaded and kept in memory on startup so they are always available to play when needed. Many other sounds (such as ambiences) still stream in order to reduce memory usage and the initial loading time.
The mount now has more sound attached to it; a wind noise that plays relative to the velocity of the mount, and a throttle noise relative to the amount of throttle and current velocity. Additionally, bouncing sounds when the mount impacts a surface are scaled in volume relative to the force of the hit, and are checked against a number of conditions to prevent repetitive and annoying plays of the sound.
As always, let us know how it is in the comments below. See you out there!