Getting closer to getting these changes out. Beta branch release should be arriving soonish. All weapons have been ported to the new physics system and some work has been done on NPC physics. NPCs dynamically transition between using physics and only animation based on proximity to the player, so the performance impact after the update should be pretty minor. [previewyoutube="ocwADp9BINc;full"]
Combat Redesign Progress Update #2
More weapon physics progress. The focus last week was handing weapon collisions and stabbing. This week I'll be moving on to blocking mechanics and stetting up active ragdoll behavior for enemies. When this is far enough along I'll open up a beta branch available to everyone who owns the game. [previewyoutube="dyhXQXyXRaI;full"]
Combat Redesign Progress Update #1
I'll be posting updates on the combat system remake as I hit milestones. Step 1 was redesigning the weapon interaction system. After I work out the issues with this I'll move on to working on physics based combat. [previewyoutube="4KMx1LTLSVk;full"]
Free Company VR Patch #3
Some more adjustments based on feedback. Download size is pretty large since I needed to update the Unity version to start experimenting with combat physics changes.
Changes:
Unity version updated to 2019.2.1
Adjusted weapon holding angles
Added smooth turn option
Mission complete screen can now be closed without returning to base
UI now only follows your head from side to side
Increased footstep volume and range
Fixed case where hands do not animate properly
Fixed falchion typo
Snap turning is now disabled while issuing orders
Fixed tutorial UI
Free Company VR Patch #2
Snap turning is in. Will likely be pushing out small daily patches over the next couple of days to sort out some of immediate issues.
Changes:
Snap turning has been added. The turn angle can be changed in locomotion settings.
Added a prompt in front of the travel menu when there is room in your camp for more recruits.
Fixed HP bars showing 0 when NPCs have more than 0 hp but less than 1.
Fixed hands not animating when no skeleton is set in the input bindings.
Free Company VR Patch #1
Quick patch to address some of the Index input and damage detection issues.
Here are the changes:
Index controllers now unequip/holster via opening your hand
Oculus Touch controllers now unequip with the B/Y Button
Damage detection has been adjusted. The power of your swings is based on a combination of the speed and the width of your swing. Previously, small swings that did not meet the speed/width threshold would cause the collision to be ignored. Now, small swings will do a small amount of damage, but the amount receives a 50% penalty for being below the threshold. Players are still encouraged to use wide, arching swings for maximum damage, I will continue to adjust this system as necessary.
Hopefully this should deal with the times where it feels like your weapon is ghosting though enemies. My next priority is snap turning and more/improved tutorials and prompts to better explain game mechanics.
Free Company VR: Planned Features
In no particular order, here is a rough rundown of the planned additions before the full release of Free Company VR:
A sandbox mode where you can freely place units on a map
Performance improvements to increase the battle size
Additional maps
AI improvements
Workshop Support for the following:
Weapons
Character models
Maps
Scenarios
Let us know if there are features you'd like to see in a future update!
Free Company VR is now availible!
Free Company VR is now unlocked and available for purchase.
Free Company VR Will Release on January 8th, 2020!
Free company VR will unlock on January 8th, 2020 at 9:00am PST.
Beta registration is now closed
Closed beta registration has ended. Thanks to everyone who signed up! You can still join the discord for news and to suggest features.