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
<*>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