Normal Boss - Hertus Hertus was a shaman who enjoyed the nature of the forest. After the infection however, the shaman embraced the transformation of his body instead of resisting. Finally he felt like one with the forest... looks like he can throw everything!
System
Update of boss room generation To prepare the addition of bosses, boss generation of the map will be changed! There will be a limit of 5 normal boss maps. That means if you start a new game, there will be 5 of 7 bosses in the map, which are randomly selected.
Improved combat system Have you experienced frustration from unexpected counter from bosses, even after attacking at the right timing? Length of stun will be increased if either you or the enemy get hit before finishing the action! This will be nullified if the target is immune to stun.
New Items
Cursed Item: Gloves of the Blacksmith Causes burn to player at every 5 attacks, then 3 small fire pillar will be summoned in front of you.
Normal Item: Distorted Sapling Summons sapling after getting hit, which will aid you in combat. Attack speed of the sapling will be increased as you lose more health.
Boss Item: Black High-heeled Shoe Attacking downed enemy will deal more damage.
Balancing
Player Characters
Agave
Healing amount of Agave's active item 'Holy Water' decreased from 70% of maximum health to 60% of maximum health.
Decreasing effectiveness of 'Holy Water' reduced slightly, but the effect will be even worse when you use it at the same stage.
Agave can now move when preparing the charged attack.
Agave's 'Heavy Footstep' perk will be changed: Able to move while charging the charged attack -> When preparing the charged attack, blocks single stun effect from enemies' attack.
Lycoris
Heal multiplier for health point recovery from eating dead enemies' corpse reduced, from 0.2 to 0.07.
Normal Monsters
Stats of the Female monster from the 'Wedding Ring' event slightly reduced overall.
Items
Active Item: Thorny Ground If you use this item to place spike near the enemy, now it will shortly stun your enemy. However stun effect will not be triggered for the spikes that are already placed on the ground.
Passive Item: Turtle Gem Your shield now recovers up to certain amount at each use. So, even if you use your active item multiple times, you won't be able to get more shield.
Bug Fixes
Fixed the problem that occurs when Nagne dies simultaneously with the weakened boss.
Fixed an issue where you couldn't use Nagne's special ability when you're out of mana.
Fixed an issue that causes BGM to stop after attacking bosses with Nagne's charged attack.
Fixed the problem that locked you in the area, when you restart the game immediately after killing the final boss.
Fixed an issue where final boss changes when you restart the game before entering the final stage.
Active item key will now be reset successfully after resetting keybindings to default.
Input range for game controllers' analogue stick was adjusted. Tell us anytime if you still have problem playing with controllers.
Miscellaneous
New ending theme will be played after defeating Lobelia and Merc.
New music is added for the event that indicates the final boss.
Drinks from the bar are now cheaper. (2~9 golds → 1~4 golds)
Instead of resetting the game, the game will now show you the title screen after game over or game clear screen.
You can now check the dropped items' name and effect.
Now you can choose whether you will enter the tutorial stage or not.
Mimics won't spawn at the tutorial stage.
Color of damage display will be more clear; changed from gray to silver.
Howdy, everyone! Due to the last month being pretty hectic, we’ve been keeping our patch notes in the discord, but now we’re going to post them up here. The latest and current patch on live (0.181) is posted at the top, and then the rest, 0.175 -> 0.180) are posted below that chronologically.
=========== 0.181 (CURRENT) ===========
- [MAJOR CHANGE] Added a co-operative horde style defence game mode. AI spawn in waves of increasing difficulty until capturing all available flags. How long can your team hold out? - [MAJOR CHANGE] Added a new map to support the new game mode! - Inventory system rewritten for additional flexibility and performance. - Fixed building wrong team flag. - Made some bots for both teams. - Improved bot targeting. - Made bots move to centre of map to hold flag point, till they see enemy to eliminate. - Bots replicate movement to clients from server. - Bots now replicate when they fall into dead state. - Bots rag on death, but rag position is not replicated to everyone. - Bots drop a dog tag on death. - Fixed bots not playing gun fire sound. - Bots de-spawn on death after 60 seconds, so that new bots can take it's place. - Fixed bots not targeting player. - Bots now face movement direction properly. - Added second character mesh - Added hammer and pickaxe mesh - Added first person animations for weapons/tools - Altered some weapon textures - Added first person Pistol animations - New character mesh added to AI. Visual aid differential. - Bots now receive damage from grenades and tank shells. - Bots now throw grenades at both humans and tanks. - Fixed up bullet smoke trails for everything. Previously it would sometimes spawn pointing towards world zero. - Added FPS-Hand animation logic for the Kar98. Equip/Unequip, reload, shoot, run and idle states with some rough audio - Fixed sound attenuation on bot body hits so they can not be heard from all over the map. - All first person meshes are skinned to the same rig now - Added visual effects to hit locations from bullet trails. - Added visual decal effect to hit surface types. - Added random modulating sounds on material hits. Grass / Stone / Metal / etc. - Made AI less accurate. - Made 20% chance to spawn ppsh AI - Tank is set up with material type in order for metal hit effects to fire from bullet trail. - "Single shot magazines" now reload as expected, and their reloads will be shorter the fewer rounds you need to reload. - Buffed kar98 shot cooldown from 1.6 to 1.4 - Replaced physics actor on AI so they flop more realistic and without mesh stretching. - Modified collider on AI so that the bullet trails can go through to the mesh layer and not get blocked by the standard capsule. - Made held weapon actor hide when bot killed. - Bots no longer keep shooting when killed / if they were in the process of it. - Bots can get squished by tank. Still a bit rough, but it works. - Added Panzerfaust anims to project - Re-Added older some map visuals. - Clients now see ballistic visuals. - Added surface material based left/right footstep sounds, for bot walk and run states. - Added surface footstep sounds to player character. - Added a very slight camera shake to player movement. Intensity driven by movement speed. - Reduced jog speed and run slightly, to reduce floaty movement a bit. - Made an indicator that shows up above all teammates including bots. - Indicators hide when obscured from vision. - Added panzerfaust and pickaxe anims - Raised friendly unit indicator height. - Added hammer anims - Fixed memory leaks causing massive built up lag over time on ballistics and grenades. - Clients will now see a third person mesh of the other players instead of floating hands. - Third person mesh no longer red / blue, but instead display proper texture. - Massive refactor of file structure as well as a big project clean up which needed to happen. - Debugged and optimised existing UI at the time. - Debugged AI and explored ways to optimise them. - Upgraded to Unreal Engine 4.24 - Fixed the hot bar which stopped working as desired - Made player auto equip first slotted weapon on spawn. - [MAJOR CHANGE] New spawn map and map visuals. Camera now flies in and out of the soldiers head when viewing the map or spawn map. You can now see the entire 3D field from a top down perspective, rather than a texture. - Laying the groundwork for UI that doesn't look like hot garbage - Gave the main menu scene and main menu UI a bit of a face lift - [MAJOR CHANGE] Set up an out of bounds field that we can use to auto kill / warn the player with. Players will die after 10 seconds of stepping outside of the field and ignoring the warning. - Optimised the input handing to save a good 2ms per frame. - [BUG ADD] … however, it means our keybinding system has been broken. - Removed legacy code, players shouldn’t notice this change. - Removed the "Ouch that hurt" text - Barbed wire doesn't block bullets again. - Made the hammer build faster. - Made a better mountable Vickers. - Added some effects to the map, such as smoke, embers and wind. - Adjusted spawn map camera starting position and tightened it's logic so that if you try to move it too far from the established world zero, it'll pull you back. - Added some new spawn logic, so that when you're dead and in the map you can click-select a controlled flag location and spawn in a random point around it. - Added some visuals to the main map to make it more alive. - Fixed an error on the minimap component - Buffed m1 garand to 4 shots per second - Buffed m1 garand clip size from 5 to 8 - Shotguns can now reload round by round similarly to the kar98 - Added an artillery strike region that can be spawned in via the AI wave spawner - Removed shotgun red rays. - Improved artillery spawn and effect colouring / duration to better suit the dirt colour. - Fixed damage on the mountable guns, so they can now be destroyed (at least by bots. Yet to test player) - Improved the spawn in around the flag to not clip through mesh as much when spawning in. - Updated the wave spawner with more detailed bot count / wave tracking and patched a death event that was being called more than once (causing odd numbers). - Added some UI elements to reflect the AI wave state - Fixed client spawn in ability and "some" terrain clipping. Still needs some details. - Set up mesh visuals for hands / third person per client basis. Clients mesh was not showing, only the steam name. - Fixed the session ready-up to work on clients machines. - Added random bot title/first/last names for kill cards when they die by a player. You also receive score from killing bots now. - Finalized ingame scope visuals. When aiming down sights with the Mosin Nagant, the screen will be obscured by the scope. - Fixed bug where bots were incapable of receiving regional damage (headshots) - Buffed the crap out of the mosin nagant in terms of reload time and base damage - Can no longer fire while sprinting - Guns no longer fire while dead, or can be fired while dead - All weapons recoil will now be 40% less intense when aiming down sights rather then firing from the hip. - Players move 60% walk speed when aiming down sights - Buffed the 1911 pistol fire rate from 0.175 to 0.125 - Changed the M1 garand, shotgun, and Mosin Nagant to no longer be "automatic" fire rates, and instead be semi auto (one mouse click per round) - Fixed head wobble applying to all clients regardless of it being relevant to local player or not. - Updated / fixed high score board for new mode. - Added more spawn points for bots / waves. - Added a scalar to bot spawn count based on player count. - Set up new game state conditions for a full session loop. It tracks total player deaths, total bot deaths, rounds complete and time elapsed. - Bots auto die if they get stuck or do nothing for too long, to keep the game moving forward. - Capture flag spawn in buttons now refresh state depending on team owned. - Bots get kill recognition when they kill a player. - Vickers now only are considered a player's when they are mounted only. - Bots can now capture flags easier.
=== OLD PATCHES ===
=========== 0.175-0.178 =========== - Many trees/other map props can now be destroyed/harvested - Fixed collisions on palm trees - All trees on the map are now harvestable for requisition, as of yet, they don't respawn - All resource nodes are now destroyable via damage (including trees) - [MAJOR CHANGE] - Tanks and planes (and by extension all vehicles) should bloody be able to see everything around them now, without players/buildings vanishing or disappearing. - Nerfed Anti-tank gun to 1500 HP - Made camera in anti-tank gun more "first persony" - Changed mountable component to position characters more appropriately - Added 15 shells to starting inventory of AT gun - Buffed AT gun Max traversal to 16 degrees - AT Guns can now rotate the entire gun by pressing A or D at a rate of 6 degrees per second - Added team scoring and global target score functionality. - Added capture points that display a ring of control. When uncontested, it grants the representing team points every 5 seconds. - Added UI to display current team scores and total score required to win the game. - UI animates to congratulate the winning team. More reward and feedback will be going in later, we have some plans to try out. ;) - Artillery/tank shells no longer fly through meshes/other vehicles - Added meshes+textures for the 2 Farmhouse models - Added reward of an item in conjunction with points when holding capture points. - Fixed change teams / re-spawning at enemy flags bug. - Made the textures sharper on buildings
=========== 0.178 =========== - Added MUCH nicer farmhouse meshes - Munition, Light, Heavy and Jeep factory meshes replaced with proper ones - Made some buildables use their proper meshes for placement (StaticMG) - Prevented team damage from anything to reduce griefing - Added credit in our credits section for our Patreon heroes - Removed the 'Y' to destroy HUD that was left in a commit by accident. - Pickaxe no longer has iron sighting. - Medpack works as intended again. You can heal others or yourself. Though atm I don't have a way for healers to tell what another's health is at, so not so useful for healing others yet. - Sticky bombs work again. - Fixed minimap visuals and desync. - Added a basic stroke of color to the minimap to help identify water areas, roads, cliffs and trees. - Removed all starting vehicles apart from the Boats. - Moved the capture points closer together and in a formation that should promote moving up the mainland from the beach. - Removed all flags except the spawn points on carriers to start the game off. - Planes are buildable from a "very rough" airport structure. - Made boats take damage when away from carrier and unpossessed so that they can de-spawn and respawn back at the carrier. - Fixed collision on production building mesh. - Planes can now be easily shot at too deal damage.
=========== 0.179 =========== - [MAJOR CHANGE] New networked tank controllers. Driving tanks should “feel lag-less”, we do however need to adjust the tank handling physics and turret turning. -Tank wheel physics to move over terrain; and with track animation. - Implemented effects and sounds to placeholder tank mesh I purchased for testing (needed a specific skeletal setup to test with). - Tanks have weapon fire effects. - Tanks have hit effects. - Tanks have engine smoke. - Implemented some additional and temporary UI - UI tracks tank head rotation and displays as an offset to body forward direction. - Tank UI displays a cardinal direction along top of screen. - Tank UI displays elevation of turret as value. - Tank UI displays speed of vehicle as value. - Implemented ricochet and smoke trail to tank shells. Ricochet works when shot angle is wide. - Implemented destroyed variant of tank which spawns on death, along with explosion, fire and sound effects. - Tank impact sparks on hitting other objects. - Added art for the Tank code rework (specifically the KV1 tracks/suspension meshes) - Added collision meshes for the KV1 body, turret, gun, and sideskirts - [MAJOR CHANGE] Added code for detecting of dynamic damage for tanks. Armor plating and weak spots, shell angle of entry/deflection, and relative armor thickness constitute our “tank damage and penetration” framework - similar in style to other more “sim like” tank damage gameplay you may have seen in other games. - Set up default entry parameters for dedicated servers (not available yet) - Added configuration .INI files for dedicated servers, allowing hosts to launch maps/player counts etc from text files without having the game open (not available yet) - Enabled logging on dedicated servers (not available yet) - Added projectile tank penetration mechanics. - Shells will bounce off a tank if landing at 70 degrees or more - Shells will fail to penetrate if the relative armor of the area it hit is greater then the shell caliber - Shells will penetrate and deal flat damage if their caliber is greater than the relative armor of their hit location - Made tank damage scale by caliber - armor thickness. So that certain hits deal more. - Changed map to be set up as more tank battle team deathmatch for a tank test. - Removed points UI bar for now. - Patched replication distance on tanks. - Tank UI now removes on disembark or death. - [MAJOR CHANGE] Added new map based on the idea of "frontline combat" (A map that is longer then it is wide, hopefully communicating more clearly where the core action will head from each teams perspective) - Added an out of bounds actor that will hurt players if they step outside of it - Added better explosion visuals for the kv1 - Made tank less glitchy on dirt and rock terrain. - [MAJOR CHANGE] Added bots! - They spawn, have health and region damage, minimap markers, movement animation, movement and attack logic, equipped weapon with shooting animations and effects, Ragdoll death, drop dog tag on death and are associated with teams for damage and color consideration. - Fixed hammer not working. - Added tracer effects to weapons, but excluded things like pickaxe, hammer and bombs for example, that do not want it. - Added crosshair with hit-target feedback. - Collision on tank head working. - Production buildings should now not get blocked by building pads message if placed sensibly. - Added simple sounds to hit locations on bots. Headshots spawn a metal tink sound - Simplified crafting of all items. - Removed foundry, in the interest of short term simplification. - Removed drop inventory on death, and replaced with dropping dog tags that can be exchanged at flags for Requisition. - Requisition is only gathered from flags or HQ buildings now in exchange from wood/mineral/dogtags. - Wood gathered from trees. - Minerals gathered from nodes. - Fixed network issues with the tank audio/effects and possession of players. - Removed old tank assets from craftables till they are implemented in the new system. - Fixed tank head collision. - Patched tank shells to radially hurt other players. - Profiled and fixed a major lag spike in the level. - Items can now be crafted/refined in much bigger batches.
=========== 0.180 =========== - Added flak cannon mesh - Resized Mosin Nagant to correct scale - fixed up the iron sight locations for some weapons - Added rifle blend tree for animations, characters now strafe while holding their hands out in a gun pose - The new character art is now the default mesh, no more base UE4 mannequin asset. - Added crouch anim instead of TPOSING into the floor - Added second-team texture variant
==========
Thanks to everyone who played during our recent indie dev game showcase! It was a fantastic showing all of yall the new content. As always, we’ve still got heaps of bugs to fix especially due to this new content.
As of 0.182 our patch notes will return to a more regular and less frantic schedule.
This week we were recording voice-overs for AI-controlled bots and safe zone traders. You'll be able to enjoy those voice acting masterpieces after the early access release, but alpha-testers will have a chance to hear it earlier, in some future version of the test client. We hope that fans of strong language and post-apocalyptic brutal realism will be 100% satisfied :)
Also we've reviewed your alpha-test application forms and sent out a bunch of keys. Don't forget to check your emails, alpha stage #2 is already running!
We are accelerating toward the conclusion of the game and reach the point where we will be leaving Early Access and launch the game in its final version.
For this reason we have thought that rather that making announcements based on some features, to focus on showing what has changed in the course of the last month. Since this is the first of this new formats, we will probably bring a couple of things that were introduced during December.
A clear example of hard closing a game can be, and when you try to close a bug that was making the box displacement shaggy, only to find that in the process you have reopened two bugs long time ago closed.
Fine tuning some visual details to bring the game visuals to a more immersive level of details, by integrating some cloud movements that will cast some shadows on the level. In the current view, yo can see the clouds with different shapes and speeds (based on the z axis) overflying the level.
Some tests being done to improve the feeling of velocity while moving the game characters. Using Unity Post Processing version 2, we are updating in realtime the effects for the motion blur and for the depth of field as to blur everything in the background based on the speed of the character, and restauring them as the speed decrease to an halt.
The boxes mechanics have been giving us several problems over the course of the development, and in several occasions, although we thought that every had been correctly implemented, some strange conditions within the game eventually ended generating inconsistent feedback from the boxes.
Although the characters are not seen from a very close range, we always thought that it could bring an enhanced empathy if we would be able to implement some face animations. This what we have done because we think that little details count a lot in a game.
The combat system has been evolving too, both from a point of view of direct attacks as the feedback of all the strikes.
As to better balance the difficulty level, introducing the Yari samurai, a type of samurai that throws his spear fiercely.
We are updating more frequently our twitter and our youtube channel so follow us or subscribe for more frequent updates. @upsidedown_game HIE Youtube Channel
This Devlog marks the beginning of our second year of hands-on development, following 2018’s year of pre-production and planning. It might seem like a long time, but we managed to accomplish a lot of great things during the past twelve months. 2020 is going to be filled with a lot of milestones for Prehistoric Kingdom, so the most exciting news is yet ahead, park builders!
Development Progress
Over the past month, we’ve been searching for a potential candidate to join the programming team on Prehistoric Kingdom. Finalising a lengthy interview process, the newest team member will be joining us shortly to help develop additional gameplay systems.
Assisting with the weight of development, Matt’s been working on automating animal setup as much as possible. Since the dinosaurs and mammals are such an integral part of the game’s experience, an automated pipeline will greatly assist in providing templates where possible to avoid wasting time with manual setup.
January also allowed us to plan milestones and alpha-related content deadlines to hit certain marketing opportunities. With our eyes on releasing alpha at an unspecified date this year, it’s important to put production deadlines in place.
Park managers looking to stay up-to-date with the project can sign up for the Crytivo Club! It's totally free and provides exclusive access to giveaways, promotions and even the occasional game. Sign up today!
Modular pieces can now be selected and moved around! While it may sound simple in concept, the system needed to be robust enough to work with multiple pieces at once with the added functionality of moving across a grid at varying scales with no room for error.
With selection developed, we’ve integrated an outline when placing objects to ensure that players can see the location of their piece at all times regardless of obstructions.
Modular Building: Recoloring Walls
Based on the concept art from last month, Mau is almost done with the functionality for recoloring roof and wall pieces.
Each material type comes with its own bank of recent colors that can be easily transferred to another texture by copy and pasting its hex values. The default setting can be returned to by dismissing its small color preview on the material button.
Ugly development textures and all!
With user experience always a priority, there’s been a handful of technical challenges to overcome with designing a system like this. Nevertheless, the team’s continued to find solutions where it matters in an attempt to evolve the usability of modular building systems in the genre.
Two popular Cenozoic icons were shown off in-game this month with their new designs revealed to the public. Opposing each other with drastically different temperature requirements, the Smilodon and Woolly Mammoth are essential beasts in Prehistoric Kingdom’s roster.
Animation
Once roaming the lush forests of ancient North America, Acrocanthosaurus prowls with a menacing stature. With a unique shape courtesy of its infamous raised spine, Mau’s animation helps to bring this shy carnivorous giant to life.
Coexisting with ferocious predators, Camarasaurus is a staple sauropod of the Morrison Formation. Known from three distinct species, this animal is far more nimble than its larger relatives!
Sound Design
As a blast from the past, we’d like to show you the updated vocals for Camarasaurus. Introduced to our community all the way back in the Jurassic Patch, Byron’s done a complete overhaul on its sound set to better convey this dinosaur’s enormous scale.
Sounds sourced from seals, walruses, spider monkeys, manatees and even more animals were used to create the new sounds for this sauropod.
FMOD Integration
Without good implementation, even the best sound design can fall flat when integrated into a game environment. By using audio middleware like FMOD, the sound team can create custom sequences and parameters accessible by programmers in order to deliver on a far more detailed soundscape with better user interactivity.
We’re only experimenting at this stage but so far the results have been promising. Things like distant carnivores roaring with the appropriate reverb falloff, footstep weight increasing as animals age and a more dynamic ambient soundscape are all areas Byron’s managed to create using the toolset.
The team looks to begin integrating this new audio system shortly!
One of our many experiments for an age-based footstep event.
Animal Redux
With their anatomy vastly improved, Cindy continues to show off her skill with the newest sculpts and textures for Smilodon and Mammuthus. Staples of the Ice Age aesthetic, the updated iterations of these creatures have a far greater resemblance to what we know the prehistoric beasts looked like.
If you’d like to see more renders, check out Cindy’s ArtStation for a better look at the animals!
...
Thank you for reading January’s Devlog!
There are some good surprises in store for the community in the following months that we can’t quite talk about yet, but we promise they’ll be worth the wait. Make sure to tune into the following development updates for even more gameplay news!
- Minimum score goal for Mountains level has been lowered from 15k to 8k in order to better balance it's difficulty. Judging by the number of people on each leaderboard, this level seamed to be a pretty significant difficulty spike. Due to this level's design, it's one of the tricker ones to maintain a large combo multiplier on, and so it's minimum score goal has been adjusted to compensate. This should hopefully prevent people from getting stuck on this level for an unreasonably long time.
- The Flight Sensitivity setting has been split into two separate settings, one for Controllers, and one for Mouse & Keyboard. If you previously changed the old setting, you may need to readjust it now. This should make it easier for people to experiment with the controls, and find their preferred setup.
- All sensitivity sliders can now be lowered to a minimum of 10% if desired (the previous minimum value was 50%). This change is to better accommodate people who might be playing with really high sensitivity mice or other input devices.
- The Invert Y Axis option has also been split into two separate settings for Mouse & Keyboard and Controllers. If you previously changed the old setting, you may need to readjust it now.
- The Flight Rating requirements to unlock levels after Sunken City have been lowered. Previously, many of these were set so that beating each of the previous levels with only a grade of 'D' was not enough to unlock subsequent levels, This is now only the case for the final few levels. I think this change will allow more people to experience more of the game, without compromising it's actual challenge (since the focus is really on achieving higher grades and climbing the leaderboards, rather than just beating the levels at the minimum goal).
- Leaderboards now display the grade achieved next to each score. This makes it easier to compare scores at a glance, and to quickly get a feel for each leaderboard's scores as a whole.
- The artist of each music track is now displayed on the music player under the track name, instead of just in the Credits. I'm guessing that most people probably don't actually look at the Credits screen, so this way the artists who made each track will get better recognition.
- Fixed issue that prevented Speed Demon achievement from triggering (thanks to Volticizer for pointing this one out to me!).