I just pushed a small update to Warriors United with a few fixes and improvements based on your feedback:
Staggered Enemies Fix
I fixed a bug where some enemies would stay flat on the ground indefinitely after being staggered. They should now recover properly and keep the fight going.
Mouse Input Mode Improvement
I’ve enhanced the way mouse input controls the camera to make it feel smoother and more comfortable overall. It should now be a better experience, especially in fast-paced combat.
Sensitivity & Camera Settings
You can now adjust mouse and joystick sensitivity, as well as camera smoothing, right from the settings menu. Hopefully, this helps you fine-tune the feel to your liking.
Thanks for all the support and feedback—I'm always listening and working to improve the game!
The following fixes/updates are included in this patch:
Fixed the GXA SP4ED shortcut, runners now correctly advance two bases instead one.
Fixed the GX3 SP4ED shortcut, the shortcut now correctly has the batter out at first on an unassisted play at first, runners advance one base.
Changed the first column in the Pitcher History table to "Today -1" instead of Today.
Removed the option that allows users to see SP4ED cards when playing with the SP4ED engine. That option has caused a lot of confusion on the way the SP4ED engine works. The engine DOES use SP4ED cards and charts to determine the results. But it DOES NOT graphically show the player cards and FACs as the engine determines each play. If you want to see what the engine did to determine the play you should set the "Show Engine Details" option to True (this option is located in the "In-Game Option Basic" option group). That will cause the SP4ED engine to display exactly how the play was resolved at the end of the play by play. This includes the pitcher and the batter, the RN, which card was consulted (pitcher or batter), the result on the card, and the outcome (e.g., FD7, F2, etc.). The same is true for stealing attempts, sacrifice hits, and more. If you want to watch the internal workings of SP4ED engine during the game enable the "Show Engine Details".
Fixed the ability to import single player's by name from the Lahman databse. You can now use BBRefID, RetroID, or the player's first name to specify the player you want to import.
Fixed a bug with the player counts reported when importing single players from Lahman.
Fixed a typo in the CG column located on the Player Popup.
Added several computer manager fixes and updates in the areas of base stealing, hit and runs, and bringing in the infield.
Several fixes related to the computer manager's advice feature.
Fixed a bug that was preventing the Grand Slam special event from triggering.
Fixed a bug that sometimes resulted in the pitcher attempting to pickoff a runner on second when there are runners on first and second. The throw now always goes to second in this situation.
Fixed a bug with the date of the "first unplayed game" that is displayed at the top of the Day View of the calendar. The correct date is now displayed in all situations.
Fixed a bug with double steals in the SP4ED game engine.
We made improvements for the starting player, which will also benefit existing players.
Doubled the default Health Regen rate to 2%. Lycus and Peter gets 3%.
In the Upgrade book, Health Regen can only be increased by an additional 1%.
If you die and spectate from another player's point of view, the colors will not be grayed out. You will also be able to see hidden areas of the map if that player is positioned inside them.
Weapons now unlock 33% faster.
The Oil Flask found on the first map's damage was increased by 25%. This helps to unlock it faster.
Players are now less likely to get stuck between trees because trees are now bigger and paths between them were blocked.
Nokk's axe can now hit directly below him, so players won't be stuck inside rooms without being able to move down through enemies.
The following melee weapons can now hit directly below the player: greataxe, waraxe, maul, pickaxe and frostbite.
You can now join games only 10 minutes instead of 15 minutes into play. This is because the length of play was reduced to 20 minutes in the last update.
In the character selection screen, only characters that reached over 100 levels during play will show their level reached. A message that inform the player that attributes are permanently increased by reaching level 100 or higher, will show on other characters.
Why not select an unused profile and start fresh with Nokk and Ivar? Let us know if the changes help you progress faster.
- Fade widget - Added more music in the volume list which you can modify - Fixed a couple of places where player was able to stuck - Fixed Resolution scale when DLSS is turned off - Added a weapon to the 1st level of every main mission level if someone might forgot to pick up weapons before entering the missions.
Content addon based on community requests:
- Implemented Hard Difficulty, you can turn on in the Menu below Misc. Hard Difficulty will increase enemy HP and headshots has only 50% chance to be fatal.
( If you turn on/off Hard Difficulty in a middle of a mission level, it will be active from the next level )
New outfits:
- Added 4 new outfits, 3 for your Combat locker, and 1 for your Safe Zone locker.
so it's back to the grind and i think the priority is really presentation right now.
sfx is going to get a pass through...
but vfx needs just as much of a pass... and my vfx-fu is kind of weak. i need to study some other games that do it well....
MUSIC! We will start to replace some of the placeholder classical tunes for more legit music! I think we will just be rolling this in as we get it... tuning it more to the context of the game states...
there's so much to fix and add onto. some of the level design bothers me, so i might be re-arranging some rooms/furniture as i see fit... more refined combat would be appreciated before the next playtest i think.
also the demo we drop in june wont be the same demo that will be out in october... when we hit our target nextfest. hopefully that scores really well with testers. we are still kinda mid... but improving... sfx and vfx can definitely elevate things.