[interface] ●Added game settings [Screen][Control] tab. ●Added mouse sensitivity setting. ●Resolution-related changes to the drop-down menu.
[Function] ●Added [Next Week] button.
[BUG] ●Some animation and lighting corrections. ●Corrected the transparency judgment of stockings. ●Correction of dialogue window judgment has been corrected. ●Correction of achievement triggering function. ●Correct the initial position of each room. ●Delete the black cutscene before the scoring animation.
[VR BUG] ●VR Corrected the [Dirty talk] playback frequency function of the game settings. ●VR If sex ends with sexual intercourse, switching POV will cause the Xray window to go out ●After two consecutive sex sessions in VR, the cutscene effect did not appear.
Long time no see! We've had a huge break from writing news, but the game development didn't stop even for a moment in that time. Actually, there's been a lot of exciting things happening behind the scenes.
Anyway, today it's time to talk about Pathfinding in Liquidation.
There've been some significant updates recently, and it's time to share them with the community! To start the topic, here's a dev view of how buildings can now look on the pathfinding grid in Liquidation:
It's important to note that before this round of changes, the buildings were simple rectangles on the pathfinding grid. Now, the shapes on the grid match the actual buildings much better.
The consequence of them being simple rectangles was as simple as the following picture present. The units weren't able to sneak through corners. But now, after the change - they can. That also means Dominus can finally walk between the two buildings and deal decisive blows to anyone who dares to oppose the Twilight Crusade!
Now that we've got that out of the way - let's move on to the meat of this news post.
You might remember from the news about Corrupt Nether Environment that idle avoidance response got improved in Liquidation. That was another one of the steps towards what's shown below.
Using other avoidance behaviors, Local Avoidance introduction improved unit behavior around buildings. After that, and a few updates later, we've arrived at the results you can inspect on the video here:
The Corruption raids a Twilight Crusade outpost, who's going to win this battle? Will it influence the war efforts?
Please share your thoughts! Maybe you want to ask a question about the Corruption appearance in this news post? Ask away!
------ If you want to get news firsthand and/or want to participate in building the Liquidation community - come join us on Discord! Feel free to drop by to chat about the game too!
Sorry all for the infrequent updates. I update to X a lot but I forgot not everyone uses that platform, so here I am making up for you guys with plenty of updates.
A new enemy: Baby Jelly
A bunch of enemies are already ready to be explored in the full release. My recent work is Baby Jelly, which can burn anything and chase the **** out of you if you provoke it. It has a lore that you can find out more about when the game is out.
Fashion
You can change how your character looks with 50+ equipment (currently). Either be an emo kid or furry or anything, your call. If you have more equipment idea, pls tell me via Discord (link below)
Weather System
The weather system is and will be enhanced. It'll have a day-night cycle, with the night being quite dark and long but you'll get more rewards exploring at night.
Lots of new caves to explore
It's not a diverse world without dungeons and caves. I'm adding a lot of caves to the game. Some caves will have small puzzles to solve and mini-boss to fight. If you have interesting ideas on how to make caves exploring more fun, pls tell me via Discord.
Resting Campsite
There'll be a campsite where you can rest. It recovers all your hearts and re-spawns all enemies. You can also have the option to rest till morning or night.
And that's all for this devlog! Follow and wishlist the game to keep track of upcoming news that I'll be introducing into the game.
1. Fix bugs that may occur when archery pieces eat their own pieces 2. Fixed a bug in the production of regret chess pieces for eating arrows and arrows
We're continuing to receive some interesting feedback on how to improve the game that we agree with, so here's a new patch note!
Quality of life
1) We noticed that the inconsistent drop rhythm in the minigame can cause frustration. And that memorizing the drop rhythm and focusing more on the milking animation could be more fun and enjoyable.
now the drop will fall at a constant rate. to allow players to focus on the milking animation and memorize the rhythm of the drop's falling speed.
2) We've received feedback that timing the drop was too difficult.
so the alien ship will now have a more forgiving, easier-to-grab hitbox.
3) we realized that the minigame bar is a bit far from the milking animation, and this does not allow to observe the animation well.
the minigame bar has been moved closer to the milking animation, so you don't have to look away too much
- You can now activate "Press to Sprint" from the options menu, so that you don't have to hold down the sprint button to continue sprinting. - Various NPC bug fixes regarding displays and dialogue - Fixed a potential softlock bug in Dwix Arena