Fixed jittery smooth locomotion caused by the update
Free Company VR Patch #11: UI Update
Changes
Replaced all fonts and UI elements
Stabbed enemies how have force properly applied to them based on hand position
Revamped teleport locomotion
Fixed arrows hovering when hitting distant targets
Free Company VR Patch #10: Workshop Update
Sandbox
Workshop support for sandbox maps
In-game workshop browser
In-game item submission in sandbox mode
Added 17 new character skins
Bug fixes
Main game
Replaced all polearm animations, including 13 new attacks
Major adjustments to how hand positioning is calculated when holding a weapon. This should resolve weapon holding feeling a bit "off", as it was causing a disconnect between your real and in-game hands.
Friendly and enemy teams in missions will now pick a random set of skins based on 7 factions (3 friendly, 4 enemy)
Minor bug fixes
New character models appear in tavern and other recruitment zones
Free Battle
Added previously mentioned factions
Free Company VR Patch #9: Sandbox Update
Sandbox mode is in! More features and workshop support on the way.
Changes:
Added sandbox mode, renamed original sandbox to Free Battle
Improved functionality when a skeleton is not bound. This was the cause of weapon damage and stabbing issues some were experiencing. Hand positions will still not work correctly without a bound skeleton. If you are using an unsupported HMD it is strongly recommended you create a custom binding to set up a skeleton along with other bindings.
Increased npc push-back radius when attacking the player
Fixed npcs defending from nothing after player dies
Fixed floating npcs in hub
Other minor bug fixes
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Free Company VR Patch #8
Changes:
Fixed cases where defend AI was causing extreme lag in large battles
Increased the thrust speed required to stab friendlies
Command menu no longer appears when holding an arrow
Units attacking a practice dummy will stop when their management window is opened
Free Company VR Patch #7
Some more fixes and weapon physics improvements. New features are also in the works. Will show them off as soon as they're ready.
Changes:
Fixed broken spawner in desert town defense
Fixed cases where weapon would suddenly be held backwards while two-handing
Made sideways stab detection (axes, blade edges, picks) much more consistent
Reduced the minimum swing power for sideways stabs by 25%
Stabbed ragdolls now have some force applied to them depending on weapon tilt direction
Fixed items sometimes dropping into the wrong holster
Free Company VR Patch #6
A couple more fixes.
Changes:
Fixed issues with holstering weapons when the toggle grab type is selected
Fixed blacksmith colliders
Fixed floating corpses
Fixed player's hands not reaching the ground
Free Company VR Patch #5
Some quick fixes for the physics patch.
Changes:
Fixed ghost colliders from dead enemies
Fixed a case where the inventory would fail to load
Fixed NPC fist hitboxes always being active
Improved NPC transitions into physics mode (fixed the random jiggling when you get close to them)
Fixed NPC arrows not firing correctly and not colliding with the player
Fixed the price of the hand axe
Fixed being able to purchase weapons without enough gold
Free Company VR Patch #4 - Physics Update
The combat physics rework is now available along with some other adjustments.
Changes:
The combat and interaction systems have been completely reworked to be physics based
Knights and warriors now appear in the tavern starting at rank 5
Adjusted patrol difficulty at higher ranks
Fixed teleport locomotion issues
Increased teleport locomotion max distance and speed
Bug fixes
Beta branch is now availible
The combat physics changes are now available in the beta branch. To access the beta, right click Free Company in your library, select "Properties...", select the "BETAS" tab and opt into the beta branch.
There are still some issues that need to be worked out so please let me know in the forums if any of you have any feedback or encounter any problems.
Known bugs/issues:
Weapon weights have not been balanced and it is currently very easy to crush though blocks
Swing speed requirements need to be adjusted to avoid accidental hits
Hitting an enemy with a blade while holding a weapon upside down results in unexpected behavior
Enemy falling animations will break in certain cases