What is naturally indispensable during the journey are the beautiful scenery, interesting culture and the various personalities of passers-by you meet during the journey... Players need to be alchemists and persist in completing this adventure, but this journey is not that heavy~ Taste various delicacies, help others, overcome difficulties, and strive to become a more mature, kind, and excellent alchemist!
As Autumn begins, Oblivion Override is also gearing up for new content updates. In the previous [Mecha Frenzy] blog, we mentioned that we will develop new mecha characters with distinctive fight styles and build options. So in the next update, we will introduce the brand-new mecha [Thunderio], new weapon [Rhythmix], along with multi-save support and other assistance features expected to be rolled out by the end of this month.
New Mecha - Thunderio
The brand-new mecha, Thunderio, is a strong warrior who combines electronic power with the skill of lightning. Utilizing his unique electrical abilities, Thunderio can release electric balls to attack nearby enemies.
As Thunderio unlocks mecha-specific evolutions, he can further manipulate more electric balls, expand the radius of electric shocks, and control the electric balls to perform “boomerang-like” strikes, returning to hit enemies along the way, or even "wheel-like" rotational attacks. Macha evolution abilities can even trigger the electric balls to bounce off enemies under Shock, attacking nearby foes.
Thunderio's ultimate ability [Thunderstruck] can continuously rain down pulses across a wide range. All enemies on the screen are subjected to Thunderio’s relentless lightning attacks for 5s.
New Weapon - Rhythmix
Nico, as a 'Weapon Expert’, consistently excels in crafting audaciously inventive contraptions in her workshop, calling them 'Artworks’. Her most recent piece, the [Rhythmix], manifests as a punk-infused weapon born from the modification of a crossblade, implanted with an integrated sound system.
As a wheel-type weapon specializing in multi-hit AOE damage, the Rhythmix unleashes sound waves to continuously strike nearby enemies with its weapon skill [Impact].
Its weapon-exclusive effect [Finale], allows players to unleash a powerful sound wave for an AOE damage by pressing attack during the final beat of the [Impact]. We hope this can bring a touch of rhythm-game-like hit feedback to players during intense battles.
Multisave and Support Features
We have received suggestions from many players requesting more save slots to the game. In the upcoming update, there will be three file slots available so that players can revisit the storyline or collect achievements at different progress points. Each file slot also displays the current play time, the times of intrusions at Dulce Base, and your unlock progress data:
In the shelter base of the game, we have also added some support functions to provide players with a better starting experience. In the new version, adventurers can unlock the weapon refresh feature [Choose One of Three] from Nico. Players can select a more suitable weapon from three randomly refreshed options to better adapt to the pacing of early battles.
Some players have mentioned that finding Tristan in the game to block specialities can be a bit cumbersome (often requiring exploration of the entire Factory first). Therefore, we have added the Speciality Block feature in the shelter base, which will be unlocked after completing the game for the first time. Each mecha can be individually configured with different blocked specialities as default starting selections.
That’s all for today’s dev blog. If you have any thoughts or feedback about the updates of Oblivion Override, feel free to join our official Discord and discuss with us:
We have put out a temporary workaround to a bug that we strongly believe is in the Unity input system.
The way it manifests is that specific overlapping keyboard shortcuts are triggering at the wrong time. For example, we use "x" as the modifier to start a box selection, and we use "Ctrl-x" for the "cut" action. Due to the bug, performing a cut causes the selection tool to get stuck enabled.
Ironically, the feature that causes the issue is the switch in Unity's input system that was meant to prevent conflicts with overlapping key bindings.
This patch temporarily turns off that feature on Windows to give us a little time to make a proper fix. We've left it on for Mac users as there it is required to get the correct behavior for the standard Mac undo/redo shortcuts.
Hello team! I'm Melissa, and this week I'm taking care of the weekly review.
Your Experience: Our Mission!
We're reaching a new milestone in the graphic overhaul of VirtualSociety. This week, Chloé and Clélie have started working on the UI (User Interface) and UX (User Experience). Clélie is in charge of the UX part, which involves creating an accessible and user-friendly interface. To achieve this, she has created diagrams to propose an ergonomic UX for object customization and the main menu. Nico will then take these diagrams and implement them in the game for testing. Chloé has started brainstorming on the graphic aspect, creating mood boards to offer a pleasant and practical UI in line with the game's artistic direction.
Sturdy Walls: They're Back!
Now, let's move on to Jimmy. This week, he continued his work on wall customization, and it's looking fantastic. The goal is to give you as much freedom as possible when it comes to creation. You'll be able to manage wall corners (rounded, triangular, flat, etc.), create stair ramps, or even modify thickness on different sides. This configuration will allow you to build castles, whimsical houses, or anything that comes to mind.
Express Your Personality!
Now, onto our beloved character. Paul is working tirelessly to offer you a completely customizable character. This week, he focused on a new version that allows for more deformations.
To All Those Who Support Us!
Chloé is handling the graphic overhaul of our Patreon. To achieve this, she has created a new typography in line with VirtualSociety's artistic direction, which she has used to modify various titles and icons. Her goal is to create appealing visuals to provide you with the best possible experience. Nico took care of integrating the new logo everywhere, and soon, all our sites will be refreshed with the new artistic direction.
A New Banner!
As for me, I've worked on a new banner for the VirtualSociety website. I used in-game objects to create an outdoor environment. It was a pleasure to play with colors and customization. My aim is to provide you with a maximum of visuals to give you a sneak peek of the game's graphics.
Thank you for your support, and see you next week!
The Heroic Legend of America: Second Revolutionary War - 特利安☆Torian
A problem was found the day before yesterday, although the bayonet function was added, the bayonet can automatically switch to bayonet mode only when the bullets of the rifle equipped with the bayonet run out. This is clearly unreasonable. So I have been trying to solve this problem for two days, and now I have finally changed. This is to save ammunition, or want to fight the enemy bayonet in the bunker (the bunker has a higher defense effect against guns) can be. And ai outside the player can also use bayonets flexibly at any time.
As always, this raises two other questions.
First of all, whether the bayonet should be used as a single usable weapon, that is, not mounted on the gun, and the effect of installation is different.
Then, most basic melee fists (an early design, has been dropped in the current version), should be brought back. Although it has now added the element of picking up stones or sticks anywhere for melee combat, after all, there is still a step of picking up, if people want to fight directly with their fists? But can you ride with your fists? What about the coachman? It's all a problem.
In addition, large maps that could be moved freely still had to be made, including walking, horse-drawn carriages, ferries, trains, and various elements of towns, ferries, forts, and wilderness.
Only this time it is not the story mode that needs it (story mode is also known as history mode, just go with history, don't wander around), but the adventure mode (or call it freedom mode) that has been planned for a long time, and the earliest concept version can actually see these shadows.
Remember that poll I did a while back about the hair and eye color of female characters? This is all for custom characters in Adventure mode. Of course, since there is no custom function for vertical painting, it is only possible to draw a custom character image of public taste. By the way, the vote was overwhelmingly for the blond, blue-eyed character.
There is no doubt that the roles played by men and women in that era were vastly different, and men naturally need not explain that almost all the protagonists in this work are men, and they have a wide range of careers. And women, in the first place, can't be in the military, except as nurses. In summary, in adventure mode, custom characters are male and enjoy a great deal of freedom at all levels, while women have a unique set of gameplay and story within many constraints.