Achievements are gameplay and story related and unlockable by playing the game, without forcing you to do things just for the sake of gaining the achievement.
Complete all achievements and score a sweet blue ribbon next to the achievement progress bar for 100% game progress.
Made it possible to see breasts by looking down in most situations. - Increased pitch limit of the player camera by 21 degrees. This can feel a little awkward at first, but is really nice for looking down at your own bits. - Body look-at IK weight decreases as you look down, straightening the chest so you can see all the bits. - Fixed the camera being offset forward inappropriately by 5cm.
Pole-jumping with precision grabber was buffed back to nearly its original strength again. (It was accidentally nerfed in the last update).
Reduced default muscle tension on ragdolls some more for the Ragdoll Creator.
-Fixed an issue where the game could not be played when the player repeatedly hit the village entrance at the moment when a battle took place around the village. - Adjusted the stats of enemies encountered in the Americas.
Thrown into the medieval apocalypse, the Survivors are ready to endure any hardship and adversity with well-prepared weapons and skillful allies. However, there will be desperate times when even these won't be enough to ensure survival.
In today’s Dev Note, we’re going to introduce something which will expand the player’s strategic options, Tools.
The combat system in REMORE : INFESTED KINGDOM is a grid and turn based system in which players face off against enemies in formation.
Players must navigate these battles in a formational tug of war against the enemy in order to survive the conflict and complete the mission. We really felt the need for items that would allow the player to control the variables of the fight and build strategies in its aftermath, so we created Tools as an added means to manipulate the battlefield.
Tools were designed not only to “set up” the battlefield ahead of combat, but also designed to control how and when the battle begins by confusing the enemies’ sight and hearing to induce movement or even to preemptively block an enemy’s path.
In battle by using Tools, Character Abilities and Weapon Skills can be used with maximum efficiency, allowing enemies to be brought down quickly.
The Barricade is an effective Tool used widely by both the militia of Remore and regular warriors, designed to buy time by blocking an enemy's path to either escape or to get into an advantageous position.
Even a crudely made Hook can be very useful if used right. It can pull and rescue an ally from the clutches of an enemy or even drag an enemy towards its user causing them to collide with an object.
The seemingly insignificant Pebbles can create noise in the desolate streets to attract an enemy's attention. Enemies will move to investigate the source of the sound, buying the player time to act when faced with a large group of enemies.
That’s today's quick look at the Tools, how we developed them and some of their many uses. When combined with the Character Abilities and Weapon Skills, the player will have a lot of choice when it comes to choosing a strategy when dealing with enemies.
Next time, we’ll take a look at the threat that brought this apocalypse to Remore, the enemy that needs to be fought, the Infested.
Eav 20, is here with a bang. Explosives have received an overhaul to explosion physics now affecting blasts. In addition a new explosive weapon has been added along with a challenging new chapter for Act 3.
New Chapter XVI, we are approaching the end Mortal.. will you stop this Evil before it spreads to consume humanity? Continue your fight through the canal sector, but beware for what may lurk in the water..
New Tech Soul Demons, have been added with chapter 16 though will only mainly be featured at the end of the campaign. You will definitely encounter many more late-game demons during Rogue Mode. Tech Souls will buff nearby demon's run speeds and damage periodically for a short duration. They can not attack the player and will flee when engaged.
Armour Rework, I have finally got around to replacing one of our final placeholders, armour pick-ups now have a new model. The HUD armour icon has also been updated to reflect these changes.
TNT Bundles, dynamite has made a glorious return to compliment the explosions rework. TNT is now used as a bundle instead of a stick in prior versions. It can be timed to explode, but don't wait too long or you might be out on an arm...
Explosion Physics, have now been implemented. Before demons just kind of flopped over like a fish out of water, this has since been changed. Blast demons into the air or across the room with force now and assert your dominance Mortal!