Today's update includes the new zombie model! The zombie replaces the ghost in all cases except the Necromancer battle. The quest involving the Restless Spirit will also still use the ghost model for the Spirit, but the quest now involves the zombies rather than other ghosts.
This build also includes some small optimizations that I've been meaning to finish.
Making some good progress on the new combat prototype as well. Looking forward to making a test map so all of you can try it out!
Also working on the new structure building system with the animated building parts during construction - this is very time consuming as I have to redo every building so I'm doing it in the bacjground while I work on other things. I might improve the building system as part of it too. I like how it looks overall. And of course, gotta add the ability to pet Nika - very high priority! ;)
We're still working hard on the upcoming major update which includes mind thaumaturgy and two new areas, but we wanted to do an intermediate update and make many improvements to the core gameplay experience. We do also have some small but noteworthy content additions.
FLAILS!
We've heard again and again how much you want flails, so we've added... Surprise mechanics! Just keep opening those Happy Player Boxes and maybe, eventually, you'll get a flail! What..? Don't you people have credit cards?
Jokes aside, flails didn't exactly come cheap to us, with a surprising amount of issues to overcome with physics, animation, inventory functions, world interaction, blood decals, sound mechanics, damage, parrying, combat AI... Oof! But they're a lot of fun so we think it paid off, and along the way, touching on all these systems, we've paved the road for other upcoming features and mechanics.
In arena, set that merchant to look for adept weapons and you should have one in no time. They can also be found in the main game mode.
DIVINATION
You can now find Diviner's Decks. The cards expose various elements of the lore through the beautiful art of Burgzaza, but can they also expose what the future may hold? Keep an eye out for cryptic messages in future release notes...
Changes in Exanima version 0.7.3:
Flail weapon
Diviner's Decks
New encounter type in newest area
The proctor has a fancy new sword (yes, changing grips is on the way)
Improved hair physics
Characters can no longer initiate attacks while in a weakened or staggered state
Improved weapon sticking and penetration mechanics
Improved character striking motions on successful hits
Improved character balance on uneven ground
Removed a cause of frequent tripping during locomotion
Improved dynamic and rapid recovery from tripping during locomotion
Greatly improved stagger and impact response during locomotion
Smoother transitions into and from locomotive states
Smoother recovery from staggers
Fixed some AI being overly passive / peaceful
Fixed AI almost never fleeing
Characters are less reluctant to position themselves in tight spaces in combat
Improved mechanics for staggering from shield blocking
Shield blocking speeds are now correctly dependent on weight and stamina
Improved various shield combat motions
Various small animation and combat tweaks
Improved keyboard running controls
Improved arsenal and shop window loading times
Fixed characters sometimes becoming stuck in a crouched position
Fixed keys not working after being carried to another area
Fixed equipped unique weapons sometimes transforming into other items
Vulture, the first biker of Metal City, has arrived! Watch now this amazing video presented by Stingray, and learn how to use all weapons of the new pilot! ๐๐ก
Then, share it with your friends and challenge them on the arenas!
The game will be released on July 17. Before the release, the game was slightly modified and updated based on feedback from some test players.
1. Increased the time for operation judgment, now it is easier to hit the beat! 2. Successful judgment will display a faded small yellow circle on the UI interface. 3, modify to the default full screen, you can modify the window mode in the game. 4. Replaced the basic battle music. (The rhythm of the game is subtly stronger!)
Troops! We have secret plans to release a huge package of map updates on Sunday, July 14th, at 3pm EST / 7pm GMT. It is important that servers and players update at the same time, or else players won't be able to play! The official servers will be updated at this time, so players will always be able to play there.
Also on this day, Saturday 13/7/19, we rolled out a new patch which addresses several issues.
Fixed some cases where admin commands were not working when selecting a player by name. Here is some reference for selecting players by name:
Search is first performed as case-sensitive, and then case-insensitive if nothing is found.
The search term will match a player if at least 5 characters match or it is an exact match.
Added a delay between when a server switches maps and when bots are automatically added. This gives servers a chance to fill up with players before adding bots.
When a player joins, their name, Steam ID, and assigned admin permission will appear in the server console. This is useful for server owners who are debugging their server setup.
In the scoreboard, players are now sorted by damage instead of by score.
We are working hard on the new admin menu, and we are hoping to finish it so that it can be packaged with the update tomorrow!
We would also like to let everyone know that just because we have not fixed an issue or bug does not mean we are not aware of it. Here is a list of known issues we are planning to fix, in no particular order:
The "Mute Players" menu does not work consistently;
There is no server-side player mute option;
The scoreboard size and layout are incorrect after changing screen resolution;
There have been reports of team chat not working properly;
The swivel guns occasionally let players fire them in unrealistic "rapid fire";
On a particular map, it is possible to escape the intended playing area (this is being fixed in the map update tomorrow)
When picking a team, the team menu does not always let a player join even when they should be able to, or vice versa.
Thank you for your soldier's discipline! See you on the battlegrounds!
"Don't fire until you see the whites of their eyes! Then fire low!" โ Israel Putnam