Valve Index Compatibility; New Elevator Mesh; Various Bug Fixes
Valve Index now fully compatible with Cry of Athena
Spawn arc angle lowered to make spawning easier
Fixed Molotov colliding with hands on throw
Enabled Player Zombification on Outbreak Containment Protocol
Fixed zombies not being hit by AI bullets
Fixed health not visible on certain player meshes like the German soldier
Added Construction Elevator to replace placeholder elevator
Fixed office rooftop having invisible walls on City Rooftops
Zombie sounds attached to zombie instead of staying in one place
Outbreak Containment Protocol level changes
M1 Bayonet Added; Various Bug Fixes; Secret Skull
Added M1 Bayonet as a weapon which is used for the M1 Garand
Other HMD compatibility work
Rifleman animation temporary fixes
Enfield spawns with bayonet
Fixed pause menu and player pawn scaling when going into God Mode
Added Elevator down button at bottom of elevator to prevent players getting stuck.
Added secret blue skull to City Rooftops - message Kami if you find it.
Disclaimer: Picture is not a hint of where skull is, just showing how it looks. It is not on top of a wood stack at all.
City Rooftops Improvements, Better Jumps, Various Bug Fixes
New City Rooftops props
Major interior office lobby improvements
Fixed collisions and added ability to climb buildings you could not previously
Easier and higher jumps
Grappling/Gravity Gun easier to grab
Fixed sniper on hilltop
Labyrinth level changes and additions
Labyrinth walls can be climbed
Zombie movement bug fixed
Various bug fixes and adjustments
Added Ability for Player to Grab All Old AI; German Soldier Avatar Added
Player can now grab all AI, including older ones. Beware of possible bugs with the older ones though
WW2 German soldier can be selected as avatar
Fixed shotgun not able to be grabbed on Everglades
Major Physics Overhaul: Physics Based Player and AI
Player character has been overhauled to have:
Climbing capability
Full body avatar
Individual finger poses
Improved melee handling
Improved gun handling
Physics Based Zombie
The first of many AI physics overhauls
Zombie can be knocked over physically and dynamically stand back up
Fully interactive with collisions
Physics based animations that can be stopped by opposing forces
Can be manipulated by various
Beyond these two major changes, we've added countless other features large to small that are too many to list here including weapons, levels, and various bug fixes.
Check out the tutorial video below. Highly recommended since the in-game tutorial is being reworked.
Join the Discord: Steam Gift Card Giveaway Event!
We are excited to announce our first giveaway - three Steam gift cards!
To participate, just join the Discord and come up with at least one suggestion for the game in the đź’ˇ-suggestions-and-feedback channel. Your suggestion could be, for example, a new unit, mechanic, weapon, god power, level, or game mode - as long as it pertains to Cry of Athena. If you liked someone else's idea, you can expand upon it or create a discussion around it and also qualify!
You just need to make one suggestion and you'll be on the list of possible winners, but you can discuss however much you like.
Any ideas are encouraged! Just don't make obviously low effort suggestions like "Haha add Jeff Bezos", and you'll qualify.
Your comment will get a đź’ˇ react to confirm that you're in the list. It may take time for the bulb to appear since we'll be busy.
This giveaway takes place between December 2nd 2021, and ends on Tuesday December 14th 11:59 am PST, so only suggestions between those dates will qualify.
Winners will be selected at random from those who qualified and receive Steam gift cards valued at $10, and two at $5. We will send you a message on Discord to facilitate this.
If you have any questions ask away here or on the Discord channel, we are looking forward to hearing your ideas!
The Discord is also a great place to discuss the game with the community, chat with the developers, see opportunities for testing, participate in more events, and hear the latest updates on development. Feel free to make yourselves at home - we welcome you to join us there regardless of whether an event is happening or not!
Playtest Build 6: Parnassus, Laser Sights, Quick Reloading, New Menu Appearance
New Additions
New level: Parnassus, a large open map with many hills
Added spawn preview holograms when holding down the spawn button
Laser sight attachment added: laser sights can be attached to guns to enhance aiming! Laser sight can be found under Weapons -> Filter by Attachments. A preview shows up where you can attach lasers when the weapon and laser are held.
Added an option to activate quick reload, which automatically reloads the gun when held over the ammo holster
Also added a sub-option to only quick reload when the magazine is completely empty
Can change Quick Reload settings in Options
Changed menu button appearance from a plain white material to a marble
New font for menu replaces old one
Modifications
Flashlight: Turns itself off when not being used. Ensure it stays on when attached to the gun
Stabbing characters no longer stumbles them, which would dislodge the bladed weapon. Bladed weapons are much more likely to stay in the body after a stab.
Bug Fixes
Fixed issue where godscale transparent hands had unexpected visible surfaces inside the fingers
Fixed Tiles map navigation issues preventing any kind of spawning
Playtest Build 5: Unit Previews in Menu, New Cypress Tree, Radioman AI
New Additions
Added 3D representations of the units and weapons on the “Unit” and “Weapon” spawn menus
New Radioman AI added (work in progress): can call in artillery on their enemies’ position. Need to add radio 3d model to mesh, calling artillery animation with delay in action, and allow them to use the pistol they hold.
New cypress tree textures to replace blocky old cypress appearance
Empty “Tiles” level added to level list. This is a test map used for development purposes and was formerly used in the very first tutorial levels.
Modifications
Globally tweaked primary hand grab rotations for all weapons
Added “Attachment” filter to Weapons Menu
Bug Fixes
Fixed player arrows hitting Talos causing spaghettification of his body (player arrows now bounce off him)
Fixed Spawner not consistently spawning units
Fixed issue where distance grabbing the guns would cause the hands to not rotate correctly with the gun
Fixed issue where the player could be pushed around and they would not stop moving in that direction
Teleport: Fixed issue where teleporting while holding a weapon would break the user’s grip on that weapon
Playtest Build 4: Volume Control, Menu Fixes, Teleportation Fixes
Menu Updates
Added Game Volume Option & save the setting for subsequent playthroughs
Added Music Volume Option & save the setting for subsequent playthroughs
This setting turns off the volume for everything except the Music
Bug Fixes
Teleportation & Dash Locomotion modes now work as intended
Fixed many issues with the menu buttons where physically pushing them would cause unintended behavior
Fixed issue where pressing the Tutorial menu button and Save button quickly would cause the button to be activated, but the save sub-menu would disappear
Fixed issue where the left hand menu laser would not be facing the correct direction
Fixed issue where an open tutorial widget would cause duplicate hands to show when the game was manually paused
Developer Commentary
Volume control has finally been added as requested by a few testers! Other than that, teleportation was broken but has now been fixed, and pressing the buttons on the menu instead of using the laser is no longer buggy.
As mentioned in a previous update log, we are working on new content and features under the hood. These are, of course, invisible until they're in a state that's good enough to be played in the playtest build. There's now a Trello board if you want to see what's next on the development roadmap: Cry of Athena Trello Roadmap
Cry of Athena Oculus Playtest Announcement!
We are looking for Oculus testers for our first Steam playtest!
ATTENTION: The first playtest application is now closed, join the Discord listed below to keep track of new playtest opportunities!
If you don't own an Oculus device, you can still sign up to be given access to subsequent playtests when your headset is compatible. You can also join the Discord to simply be a part of the community and or follow the game!
The following steps are required to take part in the testing:
Have an Oculus device with PCVR capability (later builds will add functionality to all other headsets like the Index, Vive, etc.)
Keep in mind that the game is still very much work in progress so will not be of release quality during playtests. That being said, we did our best to make sure it's as good as it can be at this stage, minimizing severe bugs to prevent them getting in the way of gameplay. This playtest is meant to see how fun the core game mechanics are, and what needs improvement here on out. We want the game as enjoyable as possible before its eventual release and this is only possible with honest community feedback!
What happens after you register via the form:
It will take some time to process registration and get the playtest build fully functional before the next steps - this can be between a week or two weeks as we iron out bugs
You'll be given a Discord tag as "Tester" and will have access to the testing channel on Discord.
Stay tuned to the Discord to hear about follow up announcements, specifically the #news-and-updates channel
We will give you a Steam key that is used to access the playtest build when it is ready
Enjoy the game!
Submit your feedback via the Post-Playtest Feedback Form that we will send out. You can also participate in discussions about the build on the Discord channel.
If you indicated you want to stream or record the gameplay in the registration, we'll be in contact with more information about the process within Discord.