2023.12.5 v0.8.20a Emergency Update: New damage type!
Update and Fixes
Added a new type of damage. Now physical damage is re-classified into three types, Crush, Slash, and Thrust.
Most of the weapons of the Rapier and Knife are re-classified into Thrust damage.
A small number of special forms can also cause Thrust damage, such as mining pick.
The color of the puncture damage is yellow, inheriting the visual effect of the original sharp weapon.
The Slash has a new hit visual effect.
Thrust damage is resistant to agile attributes, that is, an agile attribute of more than 10 points, you can deduct 1 Thrust damage.
Fixed the visual effects of frozen and erosion ailment.
Fixed some errors that may occur in random generation NPCs.
2023.12.5 Emergency Update: New damage type!
Update and Fixes
Added a new type of damage. Now physical damage is re-classified into three types, Crush, Slash, and Thrust.
Most of the weapons of the Rapier and Knife are re-classified into Thrust damage.
A small number of special forms can also cause Thrust damage, such as mining pick.
The color of the puncture damage is yellow, inheriting the visual effect of the original sharp weapon.
The Slash has a new hit visual effect.
Thrust damage is resistant to agile attributes, that is, an agile attribute of more than 10 points, you can deduct 1 Thrust damage.
Fixed the visual effects of frozen and erosion ailment.
Fixed some errors that may occur in random generation NPCs.
2023.11.30 v0.8.20 Theme update A.E.D
2023.11.30 v0.8.20 Theme version AED/DAE
Foreword: This version has upgraded the version of the engine, the running efficiency is optimized, and there are some important functional reconstruction. At the same time, the type of weapon has been expanded and a variety of new weapons have been added.
Update:
Eat my punch! Introduced the weapons
Templar Gauntlets:
Golden gauntlets was decorated with 6 colorful gems on each hand, which was dropped by the non armored Templar in certain level.
There is both strength and agility bonus.
AED:
A first-aid device can be found in every scene, AKA, the defibrillatter. With electrical elemental damage.
It's not so easy to get it.
AED's box:
Nothing really important to say.
New weapon type Brass Knuckles
The normal attack animation is to take turns to punch. The impact and poise of the right -hand attack are slightly stronger.
The heavy attack movement is right hand crossing punching, and the character maintains the place.
Sprint attack is currently(temporarily) a jumping attack.
With the introduction of this type of weapon, two new mechanisms have been achieved:
1. Off-hand weapon, the left hand attack action can also deal damage. It was only an experimental function on the BOSS Soul before. 2. Skinned weapon can fit the character's bone animation better, suitable for the weapons of fine dynamic models(especially with fingers) such as gloves, arm armor, and claws.
New enemies joined: Non-armored Templar
Found in the screening hall, equipped with gauntlets.
Can loot his helmet and gloves.
Sitting, but still actively discovering the player and hostile by default.
Reconstruction attack/damage system
The attack instruction is now in accordance with intuition, and it will not interrupt the last attack action prematurely, which will cause the damage effect to be lost.
At the same time, the damage time point of the attack is more accurately in line with visual feedback, and it will stably occur during the specific frame period of the action. It will not be misplaced by random occasions due to the shortened hits.
The common consequence is a knife-type weapon (e.g. Flash light) UX improvement. It will not look like it contacted the target but actually missed during rapid combos.
The effect of Battlecry will not be canceled immediately after being hit/kicked/bouncing , but to bear several times according to the Endurance(END) attribute of the character. With each 5 endurance, the character gains one additional time to bear, that is, the character of 10 endurance will lose effect, containing the hidden effect of legendary weapons and the one-time K.O blow after 3 time hit/kick/bouncing.
Further improved UI
Further reduced the stutter caused by UI changes.
Several fonts are smaller.
The Begin button of the story mode is transferred from the bottom to the left.
The display of random seeds is added to the endless nightmare mode in the free mode, which is convenient for players to relive a dramatic scene.
A sound effect was added during scanning.
Fixes and other improvements:
The improvement of the physics system brought by the upgraded engine further reduces the pressure of the CPU.
Fixed the main chaotic HBAO shadow in the glass mirror.
Fixed various problems when the backup weapon switch display, such as the bottle is broken but the icon and name won’t change.
Optimized the lighting of the screening hall.
Fixed the wrong holding pose when the initial weapon is a rapier-type weapon such as fork.
Fixed the issue that some targets in the nightmare mode was confusing due to the mess weapon data references.
Fixed the issue that the naked man in the nightmare mode cannot be spawned correctly.
Fixed some of the disconnecting issues of the multiplayer mode.
Fixed performance issues caused by redundant pass rendering.
Fixed the issue that the character leaning to wrong direction when being attacked from the left to the right.
Fixed the combat experience of the two boss fights, the sharkman and the soul.
Optimized the performance of dynamic bone animation, such as tie.
Optimzed the FXAA quality.
Fixed the issue of animation synchronization in several multiplayer situations.
Conclusion:
Such a long time is spended on making new models and constructing new systems and designing gameplay.The need for preparations is almost close to making a new game. Sorry to kept you waiting for such a long time. There will be more weapons, armors, and enemies to join in the following versions, so stay tuned!
2023.11.30 Theme update A.E.D
2023.11.30 v0.8.20 Theme version AED/DAE
Foreword: This version has upgraded the version of the engine, the running efficiency is optimized, and there are some important functional reconstruction. At the same time, the type of weapon has been expanded and a variety of new weapons have been added.
Update:
Eat my punch! Introduced the weapons
Templar Gauntlets:
Golden gauntlets was decorated with 6 colorful gems on each hand, which was dropped by the non armored Templar in certain level.
There is both strength and agility bonus.
AED:
A first-aid device can be found in every scene, AKA, the defibrillatter. With electrical elemental damage.
It's not so easy to get it.
AED's box:
Nothing really important to say.
New weapon type Brass Knuckles
The normal attack animation is to take turns to punch. The impact and poise of the right -hand attack are slightly stronger.
The heavy attack movement is right hand crossing punching, and the character maintains the place.
Sprint attack is currently(temporarily) a jumping attack.
With the introduction of this type of weapon, two new mechanisms have been achieved:
1. Off-hand weapon, the left hand attack action can also deal damage. It was only an experimental function on the BOSS Soul before. 2. Skinned weapon can fit the character's bone animation better, suitable for the weapons of fine dynamic models(especially with fingers) such as gloves, arm armor, and claws.
New enemies joined: Non-armored Templar
Found in the screening hall, equipped with gauntlets.
Can loot his helmet and gloves.
Sitting, but still actively discovering the player and hostile by default.
Reconstruction attack/damage system
The attack instruction is now in accordance with intuition, and it will not interrupt the last attack action prematurely, which will cause the damage effect to be lost.
At the same time, the damage time point of the attack is more accurately in line with visual feedback, and it will stably occur during the specific frame period of the action. It will not be misplaced by random occasions due to the shortened hits.
The common consequence is a knife-type weapon (e.g. Flash light) UX improvement. It will not look like it contacted the target but actually missed during rapid combos.
The effect of Battlecry will not be canceled immediately after being hit/kicked/bouncing , but to bear several times according to the Endurance(END) attribute of the character. With each 5 endurance, the character gains one additional time to bear, that is, the character of 10 endurance will lose effect, containing the hidden effect of legendary weapons and the one-time K.O blow after 3 time hit/kick/bouncing.
Further improved UI
Further reduced the stutter caused by UI changes.
Several fonts are smaller.
The Begin button of the story mode is transferred from the bottom to the left.
The display of random seeds is added to the endless nightmare mode in the free mode, which is convenient for players to relive a dramatic scene.
A sound effect was added during scanning.
Fixes and other improvements:
The improvement of the physics system brought by the upgraded engine further reduces the pressure of the CPU.
Fixed the main chaotic HBAO shadow in the glass mirror.
Fixed various problems when the backup weapon switch display, such as the bottle is broken but the icon and name won’t change.
Optimized the lighting of the screening hall.
Fixed the wrong holding pose when the initial weapon is a rapier-type weapon such as fork.
Fixed the issue that some targets in the nightmare mode was confusing due to the mess weapon data references.
Fixed the issue that the naked man in the nightmare mode cannot be spawned correctly.
Fixed some of the disconnecting issues of the multiplayer mode.
Fixed performance issues caused by redundant pass rendering.
Fixed the issue that the character leaning to wrong direction when being attacked from the left to the right.
Fixed the combat experience of the two boss fights, the sharkman and the soul.
Optimized the performance of dynamic bone animation, such as tie.
Optimzed the FXAA quality.
Fixed the issue of animation synchronization in several multiplayer situations.
Conclusion:
Such a long time is spended on making new models and constructing new systems and designing gameplay.The need for preparations is almost close to making a new game. Sorry to kept you waiting for such a long time. There will be more weapons, armors, and enemies to join in the following versions, so stay tuned!
2023.7.10 v0.8.19 Theme version updated "Awakening"
Foreword:
This is a version of both gameplay and performance optimization. Introduced the function of backup weapons, character stats panel, and character enforcement in free mode. Performance optimizes several of the long-term neglected performance hotspots of UI.
Updates:
Introduction of the backup weapon system
Now players obtain the ability to carry additional reserve weapons based on the Strength attribute of the character.
The relationship between the carry quantity and strength value is the first 10, the second 15 points, the third 20 points, and so on for each additional weapon. Therefore, in initial state, each character can carry at least one reserve weapon.
The weapon is displayed in the top left corner of the screen in the form of an icon. The four weapons icons represent its corresponding typical combat method, which are:
The falchion for the one-handed weapon,
The zweihander for the two-handed weapon,
The rapier for the pokingweapon,
The kitchen knife for stabbing weapon.
While the icon is tinted in white or red depending that the type of damage is blunt or sharp.
Switching the reserve weapon can only be done when the character is not attacking and not in hit recovery state, with a minimum interval of 0.5s.
When carrying more than two weapons, one can switch forward or backward.
Press the number 1 and 2 for keyboard, and the D-Pad up and down for controller.
In the melee mode of multiplayer game, the character's defeat will only drop the current handheld weapon, and will not drop the reserve weapon.
Switching the reserve weapon will cancel the revealtion of hidden effect by the war roar, including the element damage/special effects of the legendary weapon and the next knockout effect.
The introduction of the character attribute panel
In the games of various modes, you can toggle the panel by pressing the F1, or the right button of the D-Pad on the controller.
The panel includes the following information:
Basic weapon damage + character attribute bonus damage.
The elemental damage of the weapon, including whether it is hidden.
Weapon Strength and Agility attribute bonus factor, which are described as SABCDE level.
Life and maxium.
Stamina and maxium.
The Vitality, Endurance, Strength, and Agility attribute value of the character, including the hat bonus.
The character's maximum ailment resistance to the four elements of fire, ice, electricity, and water.
The information of the panel is updated in real time, including the moment of equipping and dequipping of the hat and weapon.
The gameplay of Nightmare and the permanent growth of the character
The endless nightmare mode will randomly reward the character attribute points after each pass. You can choose one in the three growth directions provided and take effect in the current session of challenge.
After the game fails in the endless nightmare, it will reward some permanent free distribution points according to the count of levels passed. When the count is less than 10, each two levels promise one point, and each 1 layer is rewarded at 1 point after more than 10 layers.
The reward points can only be cosumed in the page of the post game failure. Exit the game or restart the game will discard it.
The enemy will also get stronger as the level increases by enhancing the total attribute one for one level.
Performance optimization and UI improvement
Shorten the character's life bar and stamina bar.
The proportional scale is added to the life bar of BOSS. The width is increased and the gap between the name is reduced.
UI uses a new way to render, eliminating the potential stuttering caused by lock targets, the indicating number of damage, changes of the character's life/stamina/ailment gauge bar, and the number of frames per second.
The number of FPS is now smaller, and only first number of the fraction is displayed.
The sound effects and VFX of footsteps were changed to object pool management, which greatly improved performance and reduced performance impact.
Use the object pool to manage the generation of the ground-touching skills, that is, the water splat produced by the mop and the lightning produced by Vertue. The result is the same as above.
The generation during the battle in the multiplayer modes is more stable and smooth, and there will be no problems such as shaking of position.
Shorten the duration of the waters splats to balance the power of the mop.
Temporarily canceled the occasion when the Vertue's lightning spawns on the slippery ground will march straight.
The lightning effect introduced the new environmental interaction, and sparks will now bounce as contacting with environmental entities.
The disappearance of lightning is more natural and smooth.
Optimize the visual effects of the weapon trail and greatly improve performance.
Other improvements and restorations
Fixed the issue that the enemy was still locked after being defeated.
Fixed the issue that the enemy can still be attacked after being defeated.
Tweaked the slow motion of attacker when the attack contact occurs, so the feeling is enhanced.
Fix the issue of damage check occasionaly missing with stabbing and poking weapon.
Increased the speed of the whirlwind of stabbing heavy attacks to enhance the fluidity of controlling.
Use green to indicate the attribute change when allocating attributes, and red indicates that the available points are exhausted.
Optimized the management method of character shadows to prepare for more types of enemies in the future.
Optimized the size of the font file.
Optimized the process of weapon attack checking.
Clean up some unused textures.
Use a new compilation method to improve the overall CPU performance.
Fixed some initialization performance problems.
Adding a half refresh rate to vertical synchronization, a high refresh rate laptop with insufficient performance or poor heat dissipation can be more convenient to configure.
Optimized the sound effects format to reduce CPU loads.
Conclusion:
The new map and gameplay are in continuous development, so stay tuned!
2023.5.26 v0.8.18 Theme Version Update ”Hat”
2023.5.26 v0.8.18 Theme Version Update ”Hat”
Foreword: This is a version that has a major expansion for gameplay. This version adds a new element, hat. The first version only provides a few hats. As the version progresses, more types of hats will be introduced.
The new gear part Head-Hat
The hat is outlined in yellow when ready to be interact in game.
The hat will provide a certain head protection effect, which will only work when the "Skull Crash" attack occurs.
Hats with high protection performance will make the head damage lower than the body.
The resistance to the damage of the hat separates on blunt and sharp.
Some hats have the effect of "shock absorption", which can reduce the hit recovery time of the Skull Crash hit to the level of the body's attack.
Some hats have the effect of attribute bonus, and the changes in the health and energy value (and maxium limit) of life and stamina will be settled immediately when wearing and taking off.
The effect of the character attribute bonus is global, and it does not need to be triggered under the condition of Skull Crash, such as physical damage resistance(by vitality and endurance) and element ailment resistance.
Some hat will affect the character's ailment resistance. This is also global, and it will also settle immediately when the hat is put on or taken off.
When the character is defeated, the hat is automatically fell off for pickup.
Meanwhile, there is a possibility to take the ememy’sh hat in the battle by the "sneak attack" behind. The hats will fall off along the attack direction.
When the current target to interact is not a weapon, double -click the interact key or button to take off the hat. Can’t take off the hat when focusing.
The hats added in this version are
Templar‘s Helmet
High defense performance, shock absorption, full attribute bonus, elemental resistance will be reduced.
Leo's Mask
General defense performance, shock absorption, anti-shock bonus.
Pot
Basic defense performance, shock absorption, elemental resistance will be reduced.
Enhanced sneak attack
In order to improve the success rate of sneak attacks, the trigger mechanism is now changed to check the standing position at the moment of attack starts. If it meets the criteria, that is, standing in the very back of the target, is this attack make it, it will deal a sneak attack. Long time recovery, double damage, and the effect of the hat off.
When the position conditions are achieved, the sound effect will be played.
When the sneak attack is successfully completed, there will be a full -screen visual effect.
Repair and optimization
Fixed the problem that the rebounce of kicking the wall after kicking the enemy in the back to knock off will make the player fall to the ground.
Fixed the crash caused by the life drain effect of Tianya.
The weapon Tianya now has new visual effects to indicate the trigger of the life drain function.
Fixed the problem of character’s motion blur through the wall.
Fixed the normals of the Templar helmet model.
Fixed the wrong VFX continuation on the character in the PVP mode after the respawning of defeat with element ailment affecting.
FIxed the issue of queued picking instruction when focusing, performed but can’t reach the selected target which will cause the performer streched.
Fixed the switching of battle cry didn’t take effect completely.
Fixed the issue that wielding the broken bottle can still activate battle cry and it become mop after hit.
Fixed the issue that the game view will still rotated when the game is paused by pre-quit menu.
PS:
The game will usher in the second anniversary of EA, and there will be major surprises at that time Stay tuned!
2023.4.2.26 Fix for NPC's Attack Stride
Fix
Fixed the missing of the stride when NPC is attacking.
2023.4.23 v0.8.17a More Accurate damage checking
2023.4.23 v0.8.17a More Accurate damage checking
Foreword:This is a patch with key feature. The attack contact checking is totally reconstructed. This is the base for the variation of enemies and battle forms in the future.
All-new attack contact checking method
Character is now divided into several body parts, to reach the really “What you see is what you play”. Now the more accurate body part contact leads to a situation that the attacking result fit the expectation better, that is to say the Skull-Crash’s triggering get more stablely and regularly, for example when:
Having the high ground.
Counter attack cause the enemy is in the recovery of bending forward to deal an attack.
Lock/Focus state when the character is in a prudent poise so the head is a bit lower.
ETC.
At the same time, the hit direction is also more accurate, that making some VFX more vivid and visually reliable, such as sparks on the ground and weapon marks.
Fixes
Fixed the invisible weapon Bottle.
Fixed the visual issue on the thigh of the Templar.
Fixed the intersection of skirt model of the Templar.
2023.4.18 v0.8.17 Shift
V 0.8.17 Theme version update "Shift"
Foreword: This is a version with the theme of major gameplay. Generally speaking, the control of the battle can be enhanced and provided more tactical choices, and there are more and stronger challenges.
The new mechanism "Skull Crash" and boosted fighting pace
The "Skull Crash" attack is the attack that hit the head. This is relatively accurate in space, not randomly triggered. The effect of crash attack is to cause 50% independent damage bonus, which will cause longer recovery time than hitting other parts. Precisely, the overall recovery time is lowered due to that caused by non-crashing attack is only 50% time long. Some tips about triggering Skull Crash: 1. Get close to the target. 2. Use longer weapons. 3. Use the attack action from top to bottom or specific attack action, such as sprint attack. 4. To have the high ground. The mechanism will be further extended in the subsequent version.
Reimagined the poise system
In the previous version, the poise exists from the beginning of the attack action until the attack is completed or the action is over. During this period, if the poise is not emptied(by attack), the interruption of the attack will only last for a moment, and the character can recover quickly. Only by attacking that empties the poise can make the victim completely into full time recovery. This mechanism may bring players some wrong impression of "randomization of recovery time", and then weaken the trust in the combat system’s roubustness. The new version of the poise system has the principle of "All or No" (which does not include variation by Skull Crash). As long as the poise is not emptied, the action will not be interrupted. Otherwise, the victim will enter the recovery with duration according to the attacker's weapon and the action. Considering the enhancement of the effect of poise, to prevent the abusing of the brutal attack that completely ignores the risk of interruption, the coverage time of the poise has been reduced in general, and the basic coverage is during the period of attack damage checking. At the same time, the enhancement of the character attribute, that is, Strength, will put it in advance 1% for every STR point (100% starting from the attack action). This is basically in line with the impression that "The stronger the man is, the harder to be interrupted".
New Dodge System
Re -produced a more flexible and more effective dodge system. The most important thing is that the direction of the character dodge is all free now. The character performs to the direction from the perspective. If there is no direction input, the default dodge is to retreat. The dodge collision effect is still retained, but the triggering rule is adjusted. The impact will only take effect during the victim’s attack is in the damaging check period. In addition, in all other occasions, the effect is equivalent to hitting the wall, which will make the player retreat. The collision of the character is called "Dodge-Counter". It is more time restricted, but more directionaly controllalble than kick.
Bringing greater challenges to kicking
In the previous version, the kick action has almost no restrictions. The current kick can cause the same effect only when the target is attacking (more loose than the Dodge-Counter). Otherwise, the kicker still has to bear the long post-recovery-time, also the recovery time of the victim is extremely short, and there is almost no retreat.
The stamina cost increasing to emphasize the pace of confrontation
Generally , the stamina consumption is increased to highlight itself and to prevent tedious long combos. The stamina bar will become orange when it is not enough for the minimum cost of the attack (light attack) to warn.
Balanced adjustment of legendary weapons
The effect of the legendary weapons obtained in the museum needs to be activated after war roar, and it continues until the user being attacked or kicked. The one-time attack reinforcement effect of war roar has therefore become a common skill for legendary weapons. The recovery time of the war roar was greatly shortened. The legendary weapons with elemental effects have exclusive visual effects.
Optimization for the Controller
The custom buttons now include LT and RT. Add the reset button. "Souls-like" is no longer an toggle but a preset layout. If the controller is abnormal after updated, reset it will just work.
Others
Perfume using recovery is shortened.
Templar’s model is reworked and rigged by new standard skeleton. It contains the clue for the next update.
New engine version promises a generally performance boost.
New implement of character shadows that optimzed the performance.
When the render scale is set to below 1.0, the FXAA will take place of SMAA. The performance is greatly boosted.
Tweaked the performance mode’s presets ot HBAO to gain a better performance.
Fixed the issue that cursor can’t be hidden after resuming from pausing.
Fixed the issue that the target is invisible in the level 9.
The structure of weapon data is optimzed that promises higher efficiency of developing.
Re-implemented the framelocking function. Now V-Sync can be enabled to prevent tearing when framing caping is enabled.
Fixed the issue that frame capturing is forced on after tweak the scroll.
Optimzed bloom performance.
Optimized the sound effect system to shorten loading time.
Fixed a wrong reaction direction during the one-hand combo.
Augmented the compatibilty of the controller in the menus with text inputs.
The Begin Button now turns Blue and Red when the cursor hovers on and selected in the Level selecting menu.
The fps displayer is smaller.
The mirror reflection in the WC is optimized and gains performance.
2023.1.26 v0.8.16s Spring Special Edition
Foreword:
This is a supplementary update, which adds some new features and optimizes character controlling. In addition, some instructions that were previously updated were supplemented.
0.8.16 Update content supplementary description:
The difficulty of the BOSS "naked man" has been reduced, and the attribute bonus of the weapon "Mackerel" is reduced as well. Also reduced the hard time it deals.
Fixed the interuption of assisted aiming in combo. Make the battle experience more stable.
0.8.16A
The material errors on the third floor of the museum were repaired.
“Deruption” mode environment rendering was repaired.
Cancel the bipalium in “Deruption” mode.
Fix the issues of invisible enemy in Level 17.
0.8.16s Spring Festival Special Update
New features:
Scanning weapon
Radial Scaning from the character position, the weapons in the scene will be highlighted in a short time. The temporary usage method of this function is to press the V of the keyboard or the view button(the double boxes) of the controller. In the next version the inputs will be adjusted.
Framerate Caping and V-Sync disabling
For some relatively old notebooks with high refresh rates screens, such as 120Hz, 144Hz, or even higher, limited frames to the half or 1/3 refresh rates generally help alleviate the problem of severe stuttering caused by CPU and GPU overheated and downclocking. It should be noted that when the frame rate limit is turned on, the V-Sync needs to be off manually(the default is turned on, and the maximum frame number is limited to the screen refresh rate).
New text font
Use a handwritten-style font (霞鹜文楷 / LXGW Wenkai) to display the text. Emphasizing the description text’s nature of view from the main character.
Fixing:
Focus on the Sprint
Now press the Sprint(Space as default) when the character’s action is not done, you can make the character enter the sprint state instantly at the moment of the end without repressing the key again. Greatly improved the smoothness of the character controlling.
At the same time, the temporal misalignment of combo caused pressing Sprint is solved.
Fixed the problem of unexpected short animation after being kicked or a strong rebound if attack button is pressed during hard.
Fixed the Navmesh of NPC in the screening hall, and the enemy would no longer dive into the wall.
Fixed a problem with the disappearance VFX of Pi Sicen.
2023.1.27
Additional update:
Fixed visual issues such as Pi Sizen disappearing and museum railing when VFXs are off.
The collision of the railing on the top floor of the museum was repaired.
The light and shadow on the top floor of the museum were repaired.