FIXED: METER UI ELEMENT NOT PROPERLY SHOWING. FIXED: BAD RECON (UNIT) BEING ABLE TO ATTACK EACHOTHER. FIXED: EG TETHER FROM HITTING HERSELF.
UPDATED: OVERHAUL TO RESPAWN SYSTEM TO MORE INTELLEGENTLY SPAWN UNITS IN RELAVENT POSITIONS AND TIMING. UPDATED: FURTHER IMPROVEMENTS ON BAD RECON (UNIT) ANIMATIONS UPDATED: MASSIVE IMPROVEMENT TO BAD RECON (UNIT) PATHFINDING
07.17.22.SU1
> UPDATED: Improved Bad Recon (unit) pathfinding. > UPDATED: Further Improvements on Bad Recon (unit) attack states > UPDATED: Further improvements on Bad Recon (unit) animations and rigging.
> FIXED: Fever Sustain dealt and recieved parameters not working > FIXED: Fever Indicator position overlapping with Sustain Bar.
> DEV NOTE: Bad Recon (Unit) attack states where a recent addition, quality and readability will be resolved shortly. > DEV NOTE: I have become sick , development will slow, though daily updates will continue.
CYCO: 07.16.22.HF1
> UPDATED: Overhauled Fever UI Element. > UPDATED: Bad Recon (unit) attack states to property animate and attack. > UPDATED: Hit Indicator font and positioning. > UPDATED: UI Health Backgrounds to represent full health values.
> FIXED: Overhauled Bad Recon (Unit) animation rig and mesh. > FIXED: Game starting in Bad Recon (Map) to correctly start in void.
07.15.22 Early Access Initial Update
CYCO: 07.15.22.r1
> ADDED: New map: BAD RECON > ADDED: New Neutral Aeriel Kick > ADDED: Fire special (Grounded + Aerial versions) > ADDED: Bounce velocity, certain attacks cause target to bounce on terrain based on the attack. > ADDED: Moveset changing system in CYCO config menu. Certain attacks can be interchanged. > ADDED: Inbounds Mechanic to keep NPC's in level boundaries. > ADDED: Combo Counter UI element > ADDED: Mission Timer UI element > ADDED: Spark VFX to Grab target when dragging > ADDED: Bad Recon (Unit) Jump and Falling Animations > ADDED: Music Engine System. Can chose between 4 Music Modes: Ambient, Arcade, Dynamic. Each Map has its own unique music tracks. Can be configured under audio section of config menu. > ADDED: Audio manager system. > ADDED: Level selection System. > ADDED: Cinematic System. > ADDED: Limb based Hit animations. > ADDED: Fever System > ADDED: Rank System > ADDED: Bad Recon(Unit) Death Functionality > ADDED: Bad Recon Attacks
> FIXED: Flying glitch caused by forward velocities of forward aerial attacks > FIXED: Bugged rotation animation value for strafe idle and strafe forward. > FIXED: Major bug that would make character go into Neutral (grounded) while airborne. All master stances now transition into each other correctly. > FIXED: Limbs twisting during animation after state transitions. > FIXED: Jump count being reset if near ground but still airborne. > FIXED: VFX glitch where footstep object would spawn at hand locations. > FIXED: Infinite Jumping bug. > FIXED: Reset in strafe having residual movement values when released. > FIXED: Disabled being able to access Targeter during cutscenes > FIXED: Undesired rotation and velocity changes during aerial attacks making user get stuck on top of target character
> UPDATED: Health bars to look more distinctive, as well as adding a background to help determine max health. > UPDATED: Form Back Prowl on hit velocity to allow for follow up combos. > UPDATED: Made Hitstun transition animation smoother. > UPDATED: Overhauled Hitbox system, increased performance. > UPDATED: Improved charging animation > UPDATED: Neutral Forward Animation > UPDATED: EG ponytail model. > UPDATED: Improved Reset walking animation. > UPDATED: Improved Aeiral Kick Side animations. > UPDATED: Disabled Ledge-hopping while in prowl. > UPDATED: Grounded dodge animation improved. > UPDATED: Jiggle physics to not look broken when moving at extreme velocities. > UPDATED: Improved Bad Recon (Unit) being hit animations > UPDATED: Improved Grab Idle state and animation. > UPDATED: Improved Grab Forward and Hold Target Animations > UPDATED: All attacks to have higher hitstun to accommodate easier combo strings > UPDATED: Overhauled EG Neutral Form Jab string. > UPDATED: Lowered most grounded attack velocities > UPDATED: Climbing to turn corners better and added attaching to adjacent side walls. > UPDATED: Increased EG base speed. > UPDATED: Increased EG Fall speed. > UPDATED: Increased Tether End Range. > UPDATED: Improved Bad Recon (Unit) mesh.
> DEV NOTE: Current fever drain indicator was a last-minute implementation, will be making a more readable one in the coming days. > DEV NOTE: Daily hotfixes/additions from this point onwards until otherwise specified.
UPDATE: 06.10.22.R1
> ADDED: Audio Implementation > ADDED: Training Mode > ADDED: Mordhau Stance > ADDED: Mordhau Special Attack (Side > Back > Force) > ADDED: Converse system. Can talk to any targeted character. > ADDED: New NPC in training mode. > ADDED: Charge Out, Most attacks can be enhanced by holding FIRE after attack has started. Both meter and charge are required and expended upon use. > ADDED: Lock Down: Double Tap, STRAFE, PROWL, or FIRE to toggle on those master states. > ADDED: Prowl Force Side > ADDED: Prowl Force Back > ADDED: Aerial Kick Forward > ADDED: Aerial Force Neutral > ADDED: New Super Kick Spin Attack. FSFS K > ADDED: New Special Kick DP Backwards. > ADDED: New functionality to all NPCs > ADDED: New Back standing form + follow up. Moved existing uppercut to prowl back. > ADDED: Charge jump. (PROWL>FIRE while in Pounce) > ADDED: Skate attack to forward special kick Attack tree. (Back > Kick (after 2nd attack)) > ADDED: Steam cloud integration. > ADDED: One way platform system. > ADDED: Main Menu system. > ADDED: Persistent Configuration Settings. > ADDED: Persistent Rank. > ADDED: Compass to HUD > ADDED: Character "Banking" rotation based on angular and movement speed. > ADDED: Age gate on startup. > ADDED: Photosensitive mode. > ADDED: Button to New Game menu to skip cutscenes > ADDED: Button to New Game menu to reset Ranks > ADDED: Proper Ego recovery state > ADDED: More Clothing options to config menu > ADDED: Audio log ques for log entries > ADDED: Notes section to INFO page. > ADDED: Classic clothing option. > ADDED: Headband option > ADDED: Facial cloak option. > ADDED: Kabuki option > ADDED: Fundoshi option. > ADDED: Choker option. > ADDED: Leg weights option. > ADDED: Shin and arm armor option. > ADDED: Glasses option. > ADDED: Scarf Option > ADDED: Near / Far Strafing Mechanic
> FIXED: Footstool loop. Added forward velocity to move player from re-footstooling. > FIXED: Config menu not displaying correct text. > FIXED: Grounded enemies being launched upwards when attacked with attacks with no launcher. > FIXED: Grab system not positioning and attacking victim correctly. > FIXED: Box arch object hitbox parameters > FIXED: UI clipping errors > FIXED: Hit victim spinning horizontally. > FIXED: Parry system from not working. > FIXED: Grabbing target not being in correct position > FIXED: UI buttons not working if camera was moving. > FIXED: Attacking hitboxes being able to hit from any distance glitch. > FIXED: Tether Yank target not being held properly. > FIXED: Force Low Command Grab not looking/functioning well. > FIXED: All command grabs to rotate to target correctly > FIXED: Certain input buffer motion commands being difficult to input. > FIXED: Headbutt and knee pommel's not animating and hitting correctly.
> UPDATED: Overhauled entire health system. Was too complex before, has been simplified > UPDATED: CrossComs general overhaul. > UPDATED: Ego model, too many improvements to list. > UPDATED: All attack states and attack parameters have been reworked. > UPDATED: Now when grabbing someone in the air, state will override into supplex. > UPDATED: Hitbox attack registry overhaul. All attacks land more reliably. > UPDATED: Adjusted Force hitbox size. Easier to land all force attacks. > UPDATED: AI no longer walks towards player if is too close. > UPDATED: Aerial yank destination position. > UPDATED: Lighting parameters, shadow quality increased. > UPDATED: Global font type. > UPDATED: Main menu, placed Elements at top to allow for more screen real estate for pop up windows. > UPDATED: QC-S>F Blast visual to be more thin and elongated. Updated Animation. > UPDATED: Adjusted camera lock on speed to be faster. > UPDATED: Ego CYCO.LOG Icon
> NOTE: Expect consistent audio implementation from this point forward. > NOTE: There are too many additions, fixes and updates to list, many have been undocumented.
UPDATE: 04.16.22.A1
> ADDED: Side > Forward > Kick Special Attack. > ADDED: Form Special DP. (Forward > Side > Forward) > ADDED: Prowl Fire: Remote Charge. Payload increases the longer it remains undetonated > ADDED: Blood accumulates on characters in vicinity of force hits. > ADDED: Character customization page functionality.
> FIXED: Tether targeting system, can now yank enemy AI. > FIXED: Grab Aerial flying glitch. > FIXED: Infinite Pounce glitch. > FIXED: Input Buffer not interpreting certain motion inputs. > FIXED: Ego tether yank on AI not launching it upwards. > FIXED: Ego Fire neutral to not hit itself.
> UPDATED: Force hitboxes to be extended outwards. Making aerials easier to land and makes all attacks look like they connect with their visuals. > UPDATED: Force Aerial attacks to more reliably hit. > UPDATED: Bad Recon model. > UPDATED: Input Buffer. Inputs should feel tighter. > UPDATED: Climb parameters. Easier to climb certain surfaces. > UPDATED: Input buffer window increased making specials easier to input. > UPDATED: Fire charge VFX. > UPDATED: Aerial hit target now moved and kept in place infront of attacker making aerial combos easier to land. > UPDATED: Hitbox register more reliably.
UPDATE: 04.12.22.A1
> ADDED: Change Log. > ADDED: Controls Info Page. > ADDED: Mechanics Info Page. > ADDED: Meta Info Page. > ADDED: Steam integration.
> FIXED: Camera clipping issues with character hitboxes.
> UPDATED: Character rotation and velocity physics for aerial attacks now more reliably track target on ground and in air. > UPDATED: Improved main menu readability.