The Mictlan team is making a huge effort to bring gods, creatures, mythical beings and other countless characters from our pre-Hispanic culture into the game.
Some of them will be your allies, some will be your enemies.
This time we want to show you the work in progress made by our artists, regarding the personification of death: Miquiztetl.
The only goal of the cruel Miquiztetl was to prevent the dead from reaching the realm of Mictlan. To do that, she used all the resources at her disposal: deception, confusion, terror and physical attacks.
Deployed an emergency fix for an issue where the party would become stuck outside of Auria at the beginning of the Orc War. This was due to a screen tint autorun event that had conditions to run forever - the event is now set to erase on all conditions and should not longer cause this lockup.
A number of other changes are being worked on at the time of deploying this build but are not included in the patch notes, mostly having to do with the Battlefront and Colosseum areas. This detail will be provided in a future update.
5.0.1 [Build #97, Release Date: August 21, 2021] Fixes: - Fixed an issue where the girls would be unable to move after Miles & Riley depart at the beginning of the Orc War.
PS4 DualShock controller support has been added. Please note that the controller may try and route audio through its internal speaker. If so, please adjust your sound settings back to your preferred output device.
Unfortunately PS5 DualSense controllers are not supported at this time. You may experience weird behaviour if this controller is connected while playing. Unity, the game engine behind Descent Vector does not yet support that device. As soon as support is offered an update will be provided.
Hello! I'm here to share about current development progress of CloseCall and what to expect in our next update.
A lot of you have voted over at our discord server (Join our discord!) and we have been focusing on the top 4 items in our next updates.
Lets start with what we've added so far: We rebuilt our camera system to allow the camera to adjust it's height and distance while in a event for each vehicle. This means large vehicles such as the Ironflux will no longer take up 80% of the screen. Cinematics will now center the vehicle and not clip under the ground. Fixed camera acting erratic when reversing.
Fixed an issue with pure electric vehicles shifting too early causing a low top speed.
Fixed an unresponsive menu when selecting Electric Swap in Engines.
We wanted to deliver an experience for players to tune their vehicles for drift or grip, depending on playstyle, map, game mode, etc. So it is important for us to get the physics just right for this. We tweaked steering, traction and downforce physics by changing how they are calculated and how they are applied for a more predictable and tunable handling experience. We also tweaked drifting physics for more drift control. Perform longer and more controllable drifts.
What we're working on now is the AI system and new tracks and maps using Unity Third Party tools such as EasyRoads and Gaia 2.
Version 0.50.0 will include the above and a new track, a new AI system and other tweaks and optimizations. Release date not known at this time.
We are so excited to continue development and expand gameplay for different tracks and game modes in the future!