Cry of Athena cover
Cry of Athena screenshot
Steam
Genre: Simulator, Strategy, Indie

Cry of Athena

Update 14: Level Editor/Save System Improvements; Various Fixes


General Additions and Fixes:



  • Fixed AI bug where pre-placed units do not register themselves as targets for enemies causing initially spawned AI to be unresponsive until new units are spawned
  • Everglades: Fixed fort was inaccessible to AI due to entrances being too high off ground
  • Fixed issue where God Mode grabbing the ground on the Parnassus_Flat map changed the hands to be 2D
  • Musketball does significantly more damage to kill melee units in one hit
  • Pause menu can now be accessed via 1 second hold press of Wrist Menu
  • Circular progress bar fills up showing how long before pause menu is opened
  • Added "Pause Menu" button to primary menu
  • Fixed issue where mortal mode player weapons in holster visible to god mode player
  • Added a larger musket to Rooftops level (on table to the right)
  • Both smaller and larger musket exist on level so people can test between them



Level Editor Additions



  • Level editor tools now allowed on Parnassus (Hills) in addition to Parnassus (Flat)
  • Beam, Window, Wall, Door snap much more accurately to where player is pointing
  • Updated Landscape & Geometry to highlight in red when delete tool is active and player is trying to delete the object
  • Level tool now detects landscapes and allows spawning on top of them
  • Updated Geometry to have base material instead of default grid material
  • Prevent spawning level tools at same location
  • If a level tool preview is at an incompatible location, it will turn red signifying it cannot be placed
  • Will ignore spawn action if attempted to spawn at same location
  • Fixed issue where deleting a level part would prevent any new level part to be put in its place
  • Updated snap of 500 L x W blocks to make level design look better to users.


Save System Improvements:



  • Units’ command stances are now saved and will be retained upon load
  • Saved command stance on spawner so loaded level uses saved command stance
  • Spawner Command Update
  • Set command stance to spawned spawner, which will set to spawned unit
  • Screenshot of level taken on save and filters player and menu out of picture


More Optimal HTC Vive Controls:



  • No longer needs sprint button, instead runs faster by default
  • Left touchpad is now slow motion

Major Update 13: Level Editor Tool; Napoleonic Weapons/AI; Vive Functionality

Major Update (Build 13): Level Editor Tool; Napoleonic Era Major Additions; Musket, Saber; HTC Vive Compatibility, Remastered Soundtrack



Napoleonic Era Implementations:



  • Napoleonic Cavalry Saber added to weapons
  • Player usable Musket added to weapons
  • Reload by putting the musket ball into the muzzle and then cocking it before firing
  • British soldier skin used as red team Line Infantry
  • British soldier skin added to Player Meshes
  • Napoleonic Line Infantry improved animations
  • Line Infantry reload times increased
  • Line Infantry have muzzle smoke when firing and new firing sound
  • Line Infantry have increased damage, decreased accuracy and decreased health




Level Editor Tools



  • Player can now go to the level Parnassus Flat to use the Level Editor Tool
  • New wrist menu button added to switch between Battle Spawn menu and Level Editor menu
  • AI Navigation is dynamically generated, so they can walk on newly placed blocks in real time
  • Player can spawn modular landscape pieces that can be stacked, simple building geometry, and foliage like rocks and trees; and delete them
  • Landscape blocks can be rotated with left/right trigger
  • Ability to save custom level landscapes and pieces to Save menu
  • Save/Load menu now shows screenshot thumbnail for each level
  • Can now take screenshots for level thumbnail in Save menu




HTC Vive now compatible with CoA



  • Most controls functional besides pause menu button
  • Will need feedback and suggestions from HTC Vive testers


General Additions, Improvements and Fixes


  • Fixed Lighting on Valley Hilltop (there were no shadows previously)
  • Talos Sword: improved texture version to replace original
  • Fixed MG Gunner Firing After Target Death
  • Fixed Hand Grenade Killing AI On Throw
  • Fixed ranged AI turning away from enemies randomly
  • Rifle bullet for Enfield damage increased by double
  • Mac10 magazine capacity upgraded to 40 rounds instead of 30
  • Toggle Grab option reimplemented and working again in Player Menu
  • Ladder is now half as much mass (easier to carry)
  • Line Infantry hologram fixed in menu
  • Fixed issue where loading a saved level with God Scale hand collision off would not fully turn collision off for the hands
  • Fixed Scorpion not colliding with zombies
  • Fixed Line Infantry throwing grenades
  • Fixed God Mode can be damaged


Improved/Remastered Music Tracks implemented:



  • Aloadae
  • Time, Collapsed
  • Sand in the Wound
  • Trailer Song 1


Update 12: Eight Godscale Hand Meshes; Two New Player Meshes; MG Gunner Updates

Six new Godscale hand meshes added:



  • Realistic hands
  • Skeletal hands
  • Beast hands
  • Zombie hands
  • Variety of different skin tone hands


General Updates:



  • Riot Police player mesh added
  • Napoleonic era French soldier player mesh added; headgear to be added in an update
  • Levels have preview image on top of the buttons
  • Wrist menu button text have drop shadows and are more easily readable
  • Improved menu UI for Player Mesh and Godscale hand selection
  • New and improved restoration sound to replace old one
  • Shotgun shells respawn instantly on player chest
  • Fixed Labyrinth having music; should only be ambience
  • Fixed Line Infantry not doing any damage with their bayonets
  • Fixed issue where invincibility wasn't properly setting itself
  • Fixed issue where invincibility setting was not set on default level load



MG Turret Updates:


  • Does not fire weapon unless inside cone of fire (so it doesn’t ceaselessly fire)
  • Added random rotational offset to projectiles when fired by AI so it isn’t as overpowered.
  • Increase rotation speed if outside of firing range. Return to normal when unit can fire weapon.
  • Stop firing when turret is not in range of target.
  • Gunner animation is properly synced with turret rotation.
  • Replaced old MG turrets on Valley Hilltop with single new turret.



Riot Police player mesh

Update 11: Saving/Loading; New MG Gunner; Crash Fixes; Green Screen Room Song


    <*> Player can now Save and Load their battles (units, spawners, weapons, player state, etc)
    <*> Includes Quick Save and Quick Load
    <*> Save/load submenu added to wrist menu
    <*> New MG Turret Gunner that has actual animations (does not float in the air), uses a player mountable M1919 turret, and can dismount from gun. Still work in progress and has more features and bug fixes to resolve.
    <*> If grabbed MG Gunner will dismount from turret
    <*> "Feeling Green" Music Track added to Green Screen Room radio
    <*> Radio in greens screen room Can Be Destroyed
    <*> Removed plugin that was causing crashing
    <*> Added Haptics for Wrist Menu Toggling, Slow Motion toggling, Button Selection (laser and finger press), Starting Spawning
  • Crash logs should appear more reliably now in the CoA folder
  • Delete props button added
  • Fixed archers dropping old version of bow which was bugged and spawned shotgun pellets
  • Stabbing weapons only get blood splatter on blade if stabbing flesh
  • Fixed Greek Island Cliffs Not Blocking Projectiles
  • Fixed ranged units’ weapons flying away when they drop it after death
  • Labyrinth - made animal bones movable
  • Added Description to Gorgon, Citizen (Hiding), Egyptian Shield
  • Fixed being able to fly by grabbing end of Enfield rifle
  • Fixed Pillars on Rooftop Not Blocking Bullets
  • Fixed issues where spawners were not working
  • Fixed issue where initial spawn hologram was not correct
  • Lowered Volume of Scorpion Sounds

Update 10: Green Screen Room Expansions, Gothic Sword, Fixed Infected Behaviors


    <*>Green screen room uses translucent material so it doesn't reflect onto units and is not washed out by lights
    <*> Green screen room expanded in size significantly
    <*> Added new weapon: Gothic Sword
    <*> Motion Controller Rumbles When Spawning
    <*> Fixed AI Grenade Stopping Mid Air
    <*> Hits to head on AI play a distinctive headshot hit sound
    <*> Keep flashlight on when player stores it on their body
    <*> Moved flashlight back up to shoulder to look like shoulder-mounted light
    <*> Fixed weapons stopping stabbing bug
    <*> Infected human behavior now fixed, will properly move to and attack enemies
    <*> Fixed infected human textures
  • Ranged AI shooting after death fixed
  • Great axe grip fixes
  • Fixed AI shotgun pellets not hitting zombies
  • Skeletons/Flying Skull no longer bleed
  • Fixed gun wielding ranged units have no melee damage
  • Gas mask soldier now shows up in Player Mesh list
  • Fixed Gorgon AI stopping working
  • Gorgon can stone zombies
  • Switched silenced weapons to use less bright muzzle flash
  • Fixed physics gun can’t pick up explosive barrel

Update 9: Gas Mask Skin; Green Screen Room; Blue Skull Hunt!


  • Green Screen Room level added to levels under the “WIP” filter
  • Added Gas Mask Soldier skin. Because there are some issues putting it into the player menu, this can be accessed via a red button in the construction hut the zombies come out of in City Rooftops
  • Removed all open space in Labyrinth, and made a much more dense array of walls. Added Blue Skull.
  • Skull collectible can be holstered, will peer creepily over shoulders
  • Fixed Cyclops, Gorgon, Minotaur, Centaur, Talos, Giant not damaging player
  • Talos, Giant and Scorpion switch targets more frequently instead of chasing player
  • Scorpion better burrow, emerge, and walking sound; general fixes
  • Increased health of Scorpion, Unarmed Citizens
  • Fixed God Hands No Collision Toggle not working. Player can properly disable hand collisions in godscale menu to prevent interrupting battles, hands getting stuck, or breaking buildings by accident.
  • Restoration god power now burns zombies and kills skeletons instead of healing them
  • Increased muzzle flash for most weapons
  • Balloon gun and balloon fixes/optimization


Blue Skull Hunt Event! Added the Blue Skull to Dark Labyrinth, first one to find it will win a prize 🎁 !

To qualify, make sure to have found the Blue Skull in the Dark Labyrinth in your recording and post it to #share-gameplay, and let us know you found it! Note there is both a Red and Blue Skull in the level, this only counts for the Blue one. Good luck on your journey into the Dark Labyrinth..


Dark Labyrinth Ambience; Spectator Camera Changes; AI Adjustments


  • Added new atmospheric looping ambient to Dark Labyrinth
  • Physics camera renders darker now
  • Quiet version of zombie that does not randomly growl added for Labyrinth
  • Increased Scorpion and Necromancer Health Substantially



Update 8: Dark Labyrinth; Torch; Grab Paintings; Various Fixes


  • New Labyrinth (Gunfight) level with much more walls that are higher and filled out all level space
  • New Dark Labyrinth level that is almost completely dark with a torch for the player to explore
  • Red skull hidden in Labyrinth level
  • New Dark Labyrinth level added
  • Added torch that player can carry
  • Fixed Music Stopping Playing
  • Fixed Bullets Going Through Hills
  • Fixed club can't be grabbed on Everglades
  • Fixed ocean on Greek Island Empty 01
  • Fixed Music Stopping Playing
  • Fixed Bullets Going Through Hills on Parnassus
  • Fixed Spawning On Roof Bug on City Rooftops
  • Made Paintings on City Rooftops Grabbable
  • Fixed Centaur Charge Being Interrupted when running into human enemies


Fixed Mines Exploding Immediately; Grenade Pin Pull; Explosion Optimizations


  • Fixed mines exploding immediately (for sure this time)
  • Player can now spawn raw explosions and fire explosions as god powers
  • Optimized explosion particle effects particularly for close explosions, which caused severe frame drops
  • Grenade pin can now be pulled by the other hand
  • Explosive Barrel now will not be set off by player hands so player can carry or roll it around without unintended detonation
  • Fixed issue where God Mode player could be damaged and killed
  • Fixed Necromancers Summoning Wrong Team
  • More reliable necromancer summoning
  • Fixed cyclops AI not functioning after being staggered/hit once
  • Fire settles to the ground after being spawned the first time to prevent it from floating in the air if it hit a unit
  • Fixed Barghest not taking damage from explosions
  • Outbreak Containment Protocol level changes and fixes
  • Prevent shields from being stabbed
  • Prevent stabbing type weapons from being stabbed, working on the rest of the weapons
  • Elevator button makes sound and placed in more obvious spot for players
  • Fixed infinitely looping door sound on City Rooftops
  • Scorpion sound fixes
  • Fixed fireball hands shooting trajectory
  • Cyprus tree now planted firmly in ground until picked up in god mode
  • Fixed Grab location for Cyprus trees
  • Fixed wind whooshing sound spamming in God Mode

Improved Stabbing; New Weapon: Hatchet; Menu/Lasers Follow Real Hands


  • Stabs no longer get weapon stuck in enemies’ bodies and pulls back out much more smoothly
  • Significantly reduced stab causing physics glitches
  • Wrist Menu and lasers are now attached to real life hand instead of physics hand
  • New weapon: Hatchet
  • All weapon holster locations and rotations updated so they are no longer floating in the air or blocking the player’s view
  • Added Half Life Alyx style “Gravity” pull to Gameplay options in the pause menu.
  • Fixed Zombie Vocalizations: zombies no longer constantly vocalize and only vocalize during events like taking damage, attacking, etc.
  • Basic movable prop spawning (use Object filter in weapon menu), still WIP
  • Substantially increased shotgun recoil
  • Zombification now visible on action camera
  • Enfield now uses M1 Bayonet instead of modern bayonet
  • Sniper AI drops usable sniper
  • Initial music track randomized on other levels besides Rooftops
  • Increased fire damage over time
  • White circle grab icon now centered on grip points
  • Fixed invisible collision blocking bullets on Outbreak Containment Protocol
  • Removed redundant settings that were in both menus
  • Removed gear icon from selected units/weapons in menu for now to let players see name of selected item
  • Fixed Valve Index wrist menu laser being offset in God Mode