Hello everyone, here's a little recap of what's in the update :
-New melee animations -A new map in pvp -A map pvp has been completely reworked -All weapon sounds have been replaced -Added new camera effects -Added damage indicator -Added a new map in Team Deathmatch -Improved fx bullet impacts -Improved scoreboard in pvp -Improved team deathmatch -Improved Night Vision -Improved the sniper
If you see a bug, you have suggestions or you search players come to my server discord : https://discord.gg/76dwetskaq
DISCLAIMER! SOME FEATURES MAY NOT WORK CORRECTLY FOR CO-OP. THIS UPDATE CHANGED MANY THINGS UNDER THE HOOD AND SOME THINGS MAY BE BROKEN. PLEASE HAVE PATIENCE AND REPORT EVERY CO-OP BUG!
Additions: - The first island is back and updated!! Procedural has been move to experimental. You have the options to choose from world creator menu - Merchant - Minicopter - Oil Tanker POI. Minicopter found inside - Infested Building POI - Copper Node, Copper Ore and Copper Ingot - Electricity Rework. Wires now needed - Electrical Wires - Relay - Junction Box - Sun light sensor. Enables Electricity at night. - Leather. Dropped from animals - New Body menu - Military Helmet - Cloth Shirt - Cloth Pants - Leather Shirt - Leather Pants - Military Helmet - Boots - Zombies get sometimes stunned when hit - Player gets a stun effect when hit by zombies
Changes: - Armor Plate and Military vest are out of the crafting Bench - Military Vest can only be found in Military Crates - Increased Fuel Can stack size - Increased Zombies hp (51 -> 80) - Loot no longer respawns in POIs - Various changes to crafting recipe cost
Bug Fixes: - Respawning and walking with no input is fixed - Some inventory fixes - Various unlisted fixes
New Releases since Monday, 1st of May 2023 Pathfinder RPG - Pathfinder Player Companion: Knights of the Inner Sea Publisher: Paizo Inc. System: Pathfinder RPG and D&D 3.5/ OGL Type: Accessory https://store.steampowered.com/app/2406620
The Turning of the Leaves Fantasy Adventure Publisher: Pinnacle Entertainment Group System: Savage Worlds Adventure Edition Type: Adventure https://store.steampowered.com/app/2389460
Added a message when someone is injured or got flu
Can now build rowhouses on slightly steeper slopes
Fixed:
There were cases when foresters chopped too much trees
Charcoal pile queue issues when one of piles is in a tree clearing stage
Injuries and sicknesses didn't work properly
Fixed some of the UI overlapping issues on low resolutions
Pathfinding problems around some orchards and hopyards
Crash on destroying a mining cart
A crash related to livestock relocation
A lot of people asked of the ways to support us outside of buying the game, so we made this little symbolic DLC which not only helps ensure the future of Ostriv, but also adds a nice decorative building:
Remnants of the Rift is out there and we're happy to see folks playing the game! It was nice seeing Wanderbots checking out the game right here:
If you played our game, do consider leaving a review on Steam as it really, really helps us with visibility and getting our game out to more folks! And, for folks who haven't dived into the game yet, we still have a 15% discount until May 11th: https://store.steampowered.com/app/1656050/Remnants_of_the_Rift/
Thanks again for supporting us through the game's development and also for our Early Access launch!
See you soon in the next transmission from another dimension,
Enypnion Redreamed is a reimagined and enhanced version of the original Enypnion game, offering players an even more immersive and captivating experience. Players will explore bizarre and twisted landscapes, solve puzzles, and unravel the mysteries of Jonathan's subconscious mind as they delve deeper into his memories, fears, and imagination.
The game offers fresh new scenes and puzzles to challenge players, a complete gameplay overhaul, and a more cohesive narrative.
I finally managed to pull this patch together, sorry for the delay. As mentioned previously I noticed some issues with the enemy combat AI, and what started as 'tweaking' the code to prevent the Master from being easily killed using exploits turned into a full-on rewrite of the enemy combat code which has taken me a couple of weeks to finish.
The enemy behaviour isn't vastly different now, but they are more conscious of spacing and smarter about being attacked outside their own range, and they have more parameters dictating their reactions to allow for easier tweaking of the difficulties and combat styles. I'm hoping that enemies will feel a bit more interesting to duel, and a more like actual players.
I've also tried my best to balance the new behaviour to feel similar to the previous difficulties, but I will keep working on it and tweaking with subsequent patches.
There are still plenty of things on my list that still need to be fixed or improved, and I'll try to get to them with the next few patches now that this bigger task has been completed.
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Patch Notes: Beta 0.20
Rewrote the enemy combat AI to better respond to the game mechanics - distancing, dodges, counters, changing stance, etc.
Added more variants to the 'Void' stage, including ring-out versions.
Added 'Woods' stage.
Rewrote the keyboard / mouse input system. Now you can rebind mouse inputs to keyboard, and keyboard to mouse.
Increased max rounds to 25 in duel / ring-out mode.
Fixed incorrect hat colour during death.
Countering after a late-block is now less effective than countering from a full-block (a late block resets your guard to middle and their swing only glances off it, rather than being stopped).
Ringout now has its own internal stage value - so scrolling through the gamemodes won't reset the stage list for other modes.
Fixed various issues with the scrolling background and blood stencils in scenario mode.
Fixed combat parameters not setting correctly for the scenario mode enemies.