Time for another update! This one brings a new level, "Day 6: Maze" and several improvements and bug fixes, specially in Day 4.
Day 6 Maze: NEW LEVEL!
In this new level you have to find the exit to two increasingly complex dynamic mazes. Each time you play, their layout changes. In this level you also have two friendlies that will help you survive.
Stage 1: You have to find the key in the maze and then find the exit. You will see a minimap of the maze at the entrance to help you navigate through it.
Stage 2: Same as before, but this time with a much larger maze. Be careful, in this maze there are maze crawlers everywhere (new unit).
Stage 3: Kill the final boss. Scorpio!
Day 5 improvements:
Food will spawn closer to the player.
Day 4 improvements:
Adjustments to Novice difficulty level:
- Removed the archer in Stage 1. You just need to kill the last gladiator to pass the stage.
- Removed one archer in Stage 2.
- The ballista won't fire at you anymore.
- Reduced the frequency of enemy spawns in the last stage to 15s instead of 10s before.
Adjustments to Gladiator difficulty level:
- Reduced the frequency of enemy spawns in the last stage to 12s instead of 10s before.
The ballista now supports double grabbing, i.e. you can aim with one hand and load it with the other.
Food will always spawn on the boat or on the platform, it doesn't fall to the water anymore.
AI:
Friendlies have now a "defend player" modality. This is only active in Day 6 for now.
General improvements:
Added a warning at the lobby to make sure you have 2x2m of clear space around you. This has been brought several times by some players.
Bow and arrow now only appear after completing day2 to give a more gradual introduction to new weapons.
The Katana now is unlocked after completing day 4 in gladiator difficulty.
Keys now emit a beacon to make them more visible in the level.
Initial resolution set to 130 Screen Percentage by default.
Added performance monitor. If active, will check the FPS and show a warning if they go below 90fps. You can disable this option in the options menu.
Weapons on the floor now have a snapping distance of 20cm to make easier to grab them.
Added new Katana. If you already unlocked the katana you get the new one automatically.
Old Katana moved to market for sale 1800 gold
Added message to Day1, stage 4 indicating that you can only use swords against the sword master.
Fixes:
Fixed blood arena not starting when coming from the days.
Fixed the main menu not showing up sometimes after loading the armory or the market.
Fixed Fighters being identified as gladiators.
Fixed an annoying issue with the ballista. Sometimes you would grab the wheel and end-up aiming instead of reloading.
Fixed bug that would not include new weapons in the list of unlockable weapons.
Fixed Invisible ballista guy in Day 4.
Fixed hole on the last platform in Day 4 that would let the player inadvertently fall into the water.
Fixed boats not slowing down when in slowmo.
As always please let me know what you think either here, in the forums or in our discord channel: https://discord.gg/63PBXdQ
Cheers!
Patch 1.24 - Day 6: Maze!
Hi everyone!
Time for another update! This one brings a new level, "Day 6: Maze" and several improvements and bug fixes, specially in Day 4.
Day 6 Maze: NEW LEVEL!
In this new level you have to find the exit to two increasingly complex dynamic mazes. Each time you play, their layout changes. In this level you also have two friendlies that will help you survive.
Stage 1: You have to find the key in the maze and then find the exit. You will see a minimap of the maze at the entrance to help you navigate through it.
Stage 2: Same as before, but this time with a much larger maze. Be careful, in this maze there are maze crawlers everywhere (new unit).
Stage 3: Kill the final boss. Scorpio!
Day 5 improvements:
Food will spawn closer to the player.
Day 4 improvements:
Adjustments to Novice difficulty level:
- Removed the archer in Stage 1. You just need to kill the last gladiator to pass the stage.
- Removed one archer in Stage 2.
- The ballista won't fire at you anymore.
- Reduced the frequency of enemy spawns in the last stage to 15s instead of 10s before.
Adjustments to Gladiator difficulty level:
- Reduced the frequency of enemy spawns in the last stage to 12s instead of 10s before.
The ballista now supports double grabbing, i.e. you can aim with one hand and load it with the other.
Food will always spawn on the boat or on the platform, it doesn't fall to the water anymore.
AI:
Friendlies have now a "defend player" modality. This is only active in Day 6 for now.
General improvements:
Added a warning at the lobby to make sure you have 2x2m of clear space around you. This has been brought several times by some players.
Bow and arrow now only appear after completing day2 to give a more gradual introduction to new weapons.
The Katana now is unlocked after completing day 4 in gladiator difficulty.
Keys now emit a beacon to make them more visible in the level.
Initial resolution set to 130 Screen Percentage by default.
Added performance monitor. If active, will check the FPS and show a warning if they go below 90fps. You can disable this option in the options menu.
Weapons on the floor now have a snapping distance of 20cm to make easier to grab them.
Added new Katana. If you already unlocked the katana you get the new one automatically.
Old Katana moved to market for sale 1800 gold
Added message to Day1, stage 4 indicating that you can only use swords against the sword master.
Fixes:
Fixed blood arena not starting when coming from the days.
Fixed the main menu not showing up sometimes after loading the armory or the market.
Fixed Fighters being identified as gladiators.
Fixed an annoying issue with the ballista. Sometimes you would grab the wheel and end-up aiming instead of reloading.
Fixed bug that would not include new weapons in the list of unlockable weapons.
Fixed Invisible ballista guy in Day 4.
Fixed hole on the last platform in Day 4 that would let the player inadvertently fall into the water.
Fixed boats not slowing down when in slowmo.
As always please let me know what you think either here, in the forums or in our discord channel: https://discord.gg/63PBXdQ
Cheers!
Patch 1.23 - Day 5: Siege of Troy!
Hi!
New update! This one adds brings the new Day 5 plus a couple of other improvements and fixes. I hope you like it!
Day 5: Siege of Troy
Added a new Day to the campaign mode. In this Day you have to assault a fortress and rescue a hostage. It has 3 stages as usual:
Stage 1: You have to kill all the enemies on the arena while catapults are firing at you. If a rock hits you (or any enemy) it will kill you instantly.
Stage 2: Enter the crocodile area and get the key that's on top of the platform. Once you get it open the door to move to the next stage.
Stage 3: You need to rescue the hostage that is hanging from one of the towers inside de fortress. You have 2 minutes to rescue her or she will die (and you with her).
Arena Challenge improvements:
Removed the Minotaur from list of possible enemies in the knives and stones levels.
Added food for easy and normal difficulties in the 6th level. Will spawn automatically.
Added an additional enemy per level in hard difficulty.
AI Improvements:
Improved the enemy targeting system. The closest enemy now attacks the player if the enemy with the attack token is too far away from the player.
New unit! Crocodile. They are fast, deal 35 damage (like tigers), but have less health than tigers (40 vs 100 ). They will show up in the training menu once you complete Day5.
General improvements
Added a new text panel next to the health bar that opens when a new Day starts in the campaign mode, explaining what to do at each stage. This panel activates in Day 4, Day 4 and Day 5.
Added a new control that makes sure you always have at least a sword in Day 1 - stage 4.
Turned up a bit the crowd volume when cheering
Fixes
Fixed custom enemy list not showing up ( in the training menu )
Fixed sound of lockers in the chariot when it's moving.
Fixed ballista bolts getting stopped by arrows.
Fixed players accidentally falling into the water in Day 4 when jumping from the platform to the boat if they had trackpad movement.
Fixed sinking boats floating in the air sometimes in Day 4.
As always, please let me know what you think either here or in the discord channel.
https://discord.gg/63PBXdQ
Thanks!
Update 1.23 - Day 5: Siege of Troy!
Hi!
New update! This one adds brings the new Day 5 plus a couple of other improvements and fixes. I hope you like it!
Day 5: Siege of Troy
Added a new Day to the campaign mode. In this Day you have to assault a fortress and rescue a hostage. It has 3 stages as usual:
Stage 1: You have to kill all the enemies on the arena while catapults are firing at you. If a rock hits you (or any enemy) it will kill you instantly.
Stage 2: Enter the crocodile area and get the key that's on top of the platform. Once you get it open the door to move to the next stage.
Stage 3: You need to rescue the hostage that is hanging from one of the towers inside de fortress. You have 2 minutes to rescue her or she will die (and you with her).
Arena Challenge improvements:
Removed the Minotaur from list of possible enemies in the knives and stones levels.
Added food for easy and normal difficulties in the 6th level. Will spawn automatically.
Added an additional enemy per level in hard difficulty.
AI Improvements:
Improved the enemy targeting system. The closest enemy now attacks the player if the enemy with the attack token is too far away from the player.
New unit! Crocodile. They are fast, deal 35 damage (like tigers), but have less health than tigers (40 vs 100 ). They will show up in the training menu once you complete Day5.
General improvements
Added a new text panel next to the health bar that opens when a new Day starts in the campaign mode, explaining what to do at each stage. This panel activates in Day 4, Day 4 and Day 5.
Added a new control that makes sure you always have at least a sword in Day 1 - stage 4.
Turned up a bit the crowd volume when cheering
Fixes
Fixed custom enemy list not showing up ( in the training menu )
Fixed sound of lockers in the chariot when it's moving.
Fixed ballista bolts getting stopped by arrows.
Fixed players accidentally falling into the water in Day 4 when jumping from the platform to the boat if they had trackpad movement.
Fixed sinking boats floating in the air sometimes in Day 4.
As always, please let me know what you think either here or in the discord channel.
https://discord.gg/63PBXdQ
Thanks!
Update 1.22 - Arena Challenge, new flail, trident and net, and claws!
Hello Gladiators!
First update after a very needed holidays break! :) This update completes the "Arena" section of the game with the remaining game mode: arena challenge! I also added a few new weapons, improvements and fixes as usual. I hope you like it!
NEW GAME MODE! Arena Challenge:
This game mode is set in the new gladiator school scene, and it's unlocked after you complete Day3. It's a very small arena, the game is fast paced, and forces you to use a sequence of weapons killing all enemies as fast as you can. The sequence is as follows:
Sword and shield
Two swords
One sword
Claws (New Weapon!)
Knives
Bow
War hammer
Stones
Flail (new version)
Halberd
Axes
Trident and net (New Weapons!)
Enemies can come through 2 doors only and have more hp than in the blood arena, and there are between 2 and 3 enemies per wave.
I added a new ladder in the lobby for this new game mode.
New Weapons!
Trident: Deals 35 damage, has two grip positions, and can be thrown like a spear. It's unlocked in the lobby if you complete the Arena Challenge in Gladiator or Hero difficulty.
Fishing Net: Immobilizes gladiators for 10 seconds. It's unlocked in the lobby if you complete the Arena Challenge in Gladiator or Hero difficulty.
Claws: They deal 45 damage, you can buy them in the market for 2500 gold each hand
Flail 2.0
Rebuilt the flail from the ground up with a different method.
Fixed flail getting stuck on the ground, mid-air on on the belt.
Fixed engage mode not working with the flail.
Fixed flail not damaging helmets and armor.
New hit and swoosh sounds.
New chain, no more ropes!
If you hit the enemy on the head they fall on the floor and are stunned for 3s.
General improvements
Stabbing minimum speed reduced to 200 (from 300). It should be easier to stab enemies now.
Added introduction scene. Only plays the first time, but you can request to play it again in the options menu. You will find a check-box to see it again when the game starts.
Improved beheading of archers, the heads now don't fly away and stay closer to the body.
Optimized belt geometry for better performance.
Enemies now receive damage while on the floor (on ragdoll).
Fighters in day4 now wear claws instead of daggers.
Improved market props (added shields, helmets and weapons).
Added guy to each shop, they don't talk, for now! :)
Changed dagger blade material so is more reflective.
Weapons make noise and dust if you hit the floor with them.
UI pointer automatically shows up when you point at the ladder panel (in the lobby).
Fixes:
Fixed bug that would rocket you to the sky if you tried to climb a ladder while the menu was open (Day4)
Fixed Blood arena not loading from the main menu. Only worked if selected from the lobby.
Fixed quiver: now grabbing arrows won't result randomly picking up the quiver too (Specially annoying in day 3 and the chariots)
Fixed spatha and greek axes materials not showing up correctly.
Fixed Blood Arena not being immediatelly available in the menu after completing day1.
Fixed mummy's head rotation when behead.
Fixed splash incorrectly appearing when jumping from a ladder in day 4 and trackpad locomotion was active.
Fixed bow grip for Oculus Rift.
Fixed secondary grips for Oculus Rift (katana and spartan sword)
Fixed stone resizing when was attached to the belt.
Fixed hand position after grabbing an arrow from the quiver in lock or sticky modes.
As always, please let me know what you think either here or in the discord channel.
https://discord.gg/63PBXdQ
Thanks!
Patch 1.22 - Arena Challenge, new flail, trident and net, and claws!
Hello Gladiators!
First update after a very needed holidays break! :) This update completes the "Arena" section of the game with the remaining game mode: arena challenge! I also added a few new weapons, improvements and fixes as usual. I hope you like it!
NEW GAME MODE! Arena Challenge:
This game mode is set in the new gladiator school scene, and it's unlocked after you complete Day3. It's a very small arena, the game is fast paced, and forces you to use a sequence of weapons killing all enemies as fast as you can. The sequence is as follows:
Sword and shield
Two swords
One sword
Claws (New Weapon!)
Knives
Bow
War hammer
Stones
Flail (new version)
Halberd
Axes
Trident and net (New Weapons!)
Enemies can come through 2 doors only and have more hp than in the blood arena, and there are between 2 and 3 enemies per wave.
I added a new ladder in the lobby for this new game mode.
New Weapons!
Trident: Deals 35 damage, has two grip positions, and can be thrown like a spear. It's unlocked in the lobby if you complete the Arena Challenge in Gladiator or Hero difficulty.
Fishing Net: Immobilizes gladiators for 10 seconds. It's unlocked in the lobby if you complete the Arena Challenge in Gladiator or Hero difficulty.
Claws: They deal 45 damage, you can buy them in the market for 2500 gold each hand
Flail 2.0
Rebuilt the flail from the ground up with a different method.
Fixed flail getting stuck on the ground, mid-air on on the belt.
Fixed engage mode not working with the flail.
Fixed flail not damaging helmets and armor.
New hit and swoosh sounds.
New chain, no more ropes!
If you hit the enemy on the head they fall on the floor and are stunned for 3s.
General improvements
Stabbing minimum speed reduced to 200 (from 300). It should be easier to stab enemies now.
Added introduction scene. Only plays the first time, but you can request to play it again in the options menu. You will find a check-box to see it again when the game starts.
Improved beheading of archers, the heads now don't fly away and stay closer to the body.
Optimized belt geometry for better performance.
Enemies now receive damage while on the floor (on ragdoll).
Fighters in day4 now wear claws instead of daggers.
Improved market props (added shields, helmets and weapons).
Added guy to each shop, they don't talk, for now! :)
Changed dagger blade material so is more reflective.
Weapons make noise and dust if you hit the floor with them.
UI pointer automatically shows up when you point at the ladder panel (in the lobby).
Fixes:
Fixed bug that would rocket you to the sky if you tried to climb a ladder while the menu was open (Day4)
Fixed Blood arena not loading from the main menu. Only worked if selected from the lobby.
Fixed quiver: now grabbing arrows won't result randomly picking up the quiver too (Specially annoying in day 3 and the chariots)
Fixed spatha and greek axes materials not showing up correctly.
Fixed Blood Arena not being immediatelly available in the menu after completing day1.
Fixed mummy's head rotation when behead.
Fixed splash incorrectly appearing when jumping from a ladder in day 4 and trackpad locomotion was active.
Fixed bow grip for Oculus Rift.
Fixed secondary grips for Oculus Rift (katana and spartan sword)
Fixed stone resizing when was attached to the belt.
Fixed hand position after grabbing an arrow from the quiver in lock or sticky modes.
As always, please let me know what you think either here or in the discord channel.
https://discord.gg/63PBXdQ
Thanks!
Patch 1.21 - AI improvements, Crowd bar and engage mode!
Hi everyone!
New update!! This one introduces two new game mechanics as well as a lot of improvements in AI, combat, etc.
NEW! Crowd Bar 1.0:
The new crowd bar shows you how happy the crowd is at any time during combat, and works as follows:
You receive points by:
Hitting an enemy: +5 points
Regular kills: +10 points
Stabbing: +20 points
Dismember: +25 points
Behead or cut in half: +35 points
Cheer the crowd: +5 points but only when the crowd bar is negative
You lose points by:
Passing Time: -1 points per second
Boos: -10 points per second. You reset the 'boring counter' by hitting the enemy.
Once the bar is full you will hear a sound and then you have 3 seconds to claim your present from the crowd by cheering them (raising and lowering hands). The present can be:
- Weapons
- Food
- Gold (500 gold each time)
- Invincibility for 20s if you drink the flask
Once the crowd gives you the present the crowd bar goes to neutral again.
I plan to add more conditions to win and lose points in the coming versions, as well as more presents.
Crowd points: Changed the old system that counted cheers/boos at the end of the game. Now will show the average happiness during the combat and give you 1 coin for each point.
NEW! Engage mode (experimental)
- You can activate this new mode in the options menu, game section, or the initial menu. Disables locomotion if you hit an enemy, making the game harder and more physically demanding:
If you hit an enemy (shield, helmet or body), the engage mode activates and your locomotion is disabled for 10s.
If you hit the enemy again, the counter is reset.
If you kill the enemy, the engage mode is instantly disabled.
The only exception is the minotaur, engage mode is never activated against him.
Once the engage mode is active, you will see spears get up from the ground and act as counters. As the timer goes down they go lower until they are completely below ground.
AI Improvements
NEW! AI Parry: Enemies will now try to parry your attacks. This new system is activated for gladiators, legionaries, barbarians and sword masters. Their effectiveness depends on difficulty.
Gladiators and legionaries switch to one handed mode when they lose the shield. When in 1h mode, they will try to parry the attack instead of trying to block it with a phantom shield :D
Enemies go into block mode immediately if you block their attack. (not finished here, I will make them even more responsive in the future)
Added a random 7% height variation to opponents to add variety.
Increased the minimum force required to stun the enemy when hitting their helmet.
Increased hp for mummies and skeletons to 120 from 100.
Mummies damage increased to 35 from 20 previously.
Sword masters now have a chance to appear without body armor to add variety to the combat.
Added dust to gladiators, barbarians, and sword masters they run.
Training improvements:
Added new quick weapon selection system. It's intended to let you practice with all your weapons without having to go to the armory each time you want to change your equipment.
Fixed enemy speed selector and changed it to a slider for easier usage.
Training difficulty is now recovered from default difficulty in the game menu
General improvements
Snap turn now can be activated for HTC Vive in the options menu (Active by default). Just slide your finger on the trackpad to one of the sides.
Increased light map resolution on the floor. Shadows on the floor are now much more defined.
Modified texture of the Roman Empire Banner to make it less reflective.
Increased strength of vibration on movement in HTC Vive to add more weight to the weapon.
Weapons:
NEW! Ringeck: new long sword available at the market.
Reduced the size of the Viking shield and made it breakable.
Combat improvements:
Added blur effect when the enemy hits you.
Added heartbeat effect every time they hit you and your health is low
Added more variety to parrying sounds.
Spark size is proportional to weapon speed when parrying
Commentator now celebrates beheadings
Stab is fixed and now also works by pressing trigger
The knife Rotates when you throw it and is much easier to kill with it
If you hit an enemy sword yours is briefly disabled for 1s (This is necessary to make AI parrying work properly).
Menu improvements
New cursor makes much easier to aim
Vibration on hovering menu options
New UI style for combo boxes and tabs
End day menu now follows player´s head position
Fixes:
Fixed blood arena restarting the rounds if you approached the initial gate when starting the game from the menu
Fixed blood arena not resetting correctly via menu
Changed start rotation in the blood arena so it faces the emperor. This fixes the problem of dying and not recovering the correct position of the chaperone bounds.
Fixed secondary grab positions of Katana and Spartan sword for HTC vive.
Fixed bug that would spawn a broken shield when blocking a kick from a barbarian or sword master
Fixed engage mode and ragdoll on hit mode not persisting their values through sessions.
Fixed annoying bug: vibration would not stop in pause mode if you brought the controller close to your head.
Fixed barbarian sword alignment for oculus
Fixed impaled arrows, they would spurt blood even if not attached to an enemy
Fixed archer's head to show blood on the bottom
Fixed being able to punch enemies while the game was paused
As always please let me know either here or in our discord channel what you think about the update, the game, ideas, feedback, anything! :)
https://discord.gg/63PBXdQ
Cheers and happy killing!
Update 1.21 - AI improvements, Crowd bar and engage mode!
Hi everyone!
New update!! This one introduces two new game mechanics as well as a lot of improvements in AI, combat, etc.
NEW! Crowd Bar 1.0:
The new crowd bar shows you how happy the crowd is at any time during combat, and works as follows:
You receive points by:
Hitting an enemy: +5 points
Regular kills: +10 points
Stabbing: +20 points
Dismember: +25 points
Behead or cut in half: +35 points
Cheer the crowd: +5 points but only when the crowd bar is negative
You lose points by:
Passing Time: -1 points per second
Boos: -10 points per second. You reset the 'boring counter' by hitting the enemy.
Once the bar is full you will hear a sound and then you have 3 seconds to claim your present from the crowd by cheering them (raising and lowering hands). The present can be:
- Weapons
- Food
- Gold (500 gold each time)
- Invincibility for 20s if you drink the flask
Once the crowd gives you the present the crowd bar goes to neutral again.
I plan to add more conditions to win and lose points in the coming versions, as well as more presents.
Crowd points: Changed the old system that counted cheers/boos at the end of the game. Now will show the average happiness during the combat and give you 1 coin for each point.
NEW! Engage mode (experimental)
- You can activate this new mode in the options menu, game section, or the initial menu. Disables locomotion if you hit an enemy, making the game harder and more physically demanding:
If you hit an enemy (shield, helmet or body), the engage mode activates and your locomotion is disabled for 10s.
If you hit the enemy again, the counter is reset.
If you kill the enemy, the engage mode is instantly disabled.
The only exception is the minotaur, engage mode is never activated against him.
Once the engage mode is active, you will see spears get up from the ground and act as counters. As the timer goes down they go lower until they are completely below ground.
AI Improvements
NEW! AI Parry: Enemies will now try to parry your attacks. This new system is activated for gladiators, legionaries, barbarians and sword masters. Their effectiveness depends on difficulty.
Gladiators and legionaries switch to one handed mode when they lose the shield. When in 1h mode, they will try to parry the attack instead of trying to block it with a phantom shield :D
Enemies go into block mode immediately if you block their attack. (not finished here, I will make them even more responsive in the future)
Added a random 7% height variation to opponents to add variety.
Increased the minimum force required to stun the enemy when hitting their helmet.
Increased hp for mummies and skeletons to 120 from 100.
Mummies damage increased to 35 from 20 previously.
Sword masters now have a chance to appear without body armor to add variety to the combat.
Added dust to gladiators, barbarians, and sword masters they run.
Training improvements:
Added new quick weapon selection system. It's intended to let you practice with all your weapons without having to go to the armory each time you want to change your equipment.
Fixed enemy speed selector and changed it to a slider for easier usage.
Training difficulty is now recovered from default difficulty in the game menu
General improvements
Snap turn now can be activated for HTC Vive in the options menu (Active by default). Just slide your finger on the trackpad to one of the sides.
Increased light map resolution on the floor. Shadows on the floor are now much more defined.
Modified texture of the Roman Empire Banner to make it less reflective.
Increased strength of vibration on movement in HTC Vive to add more weight to the weapon.
Weapons:
NEW! Ringeck: new long sword available at the market.
Reduced the size of the Viking shield and made it breakable.
Combat improvements:
Added blur effect when the enemy hits you.
Added heartbeat effect every time they hit you and your health is low
Added more variety to parrying sounds.
Spark size is proportional to weapon speed when parrying
Commentator now celebrates beheadings
Stab is fixed and now also works by pressing trigger
The knife Rotates when you throw it and is much easier to kill with it
If you hit an enemy sword yours is briefly disabled for 1s (This is necessary to make AI parrying work properly).
Menu improvements
New cursor makes much easier to aim
Vibration on hovering menu options
New UI style for combo boxes and tabs
End day menu now follows player´s head position
Fixes:
Fixed blood arena restarting the rounds if you approached the initial gate when starting the game from the menu
Fixed blood arena not resetting correctly via menu
Changed start rotation in the blood arena so it faces the emperor. This fixes the problem of dying and not recovering the correct position of the chaperone bounds.
Fixed secondary grab positions of Katana and Spartan sword for HTC vive.
Fixed bug that would spawn a broken shield when blocking a kick from a barbarian or sword master
Fixed engage mode and ragdoll on hit mode not persisting their values through sessions.
Fixed annoying bug: vibration would not stop in pause mode if you brought the controller close to your head.
Fixed barbarian sword alignment for oculus
Fixed impaled arrows, they would spurt blood even if not attached to an enemy
Fixed archer's head to show blood on the bottom
Fixed being able to punch enemies while the game was paused
As always please let me know either here or in our discord channel what you think about the update, the game, ideas, feedback, anything! :)
https://discord.gg/63PBXdQ
Cheers and happy killing!
Patch 1.20 - Day 4: Naval Battle!
Hi everyone!
The new update is finally here and brings a several improvements in hit satisfaction, performance, locomotion and a whole new level! I hope you like it!
Day 4: Naval battle
The new level is finally here! Experience what was like to fight in the Colosseum full of water! The level has 3 stages as always:
Stage 1: Reach the boat and kill the archer with the giant ballista. The ballista automatically reloads every time you arm it.
Stage 2: Reach the big platform in the middle of the colosseum. To do it, pull the lever on your boat to move forward and sink other boats as they board you. Once you kill all the enemies in the boat, break the stone to move forward again.
Stage 3: Survive for 2 minutes! Be careful with the ballista that fires at you, if you stay still for too long it will kill you.
Note: If you fall in the water the Shark will kill you :)
Teleport Improvements
Added a limit to the maximum distance you can teleport in one shot. 4meters for Day 4, 10meters for the rest of the game.
The energy consumed each time you teleport depends on the distance you traveled. This opens new posibilities specially against archers, that were a hit or miss situation.
There is a minimum energy cost every time you teleport. So the consumtion chart is like this 0meters -> 30% Teleport Energy Cost | 10meters -> 100% Teleport Energy Cost
Just as a reminder, Teleport Energy Cost depends on the difficulty level: Easy = 10% of the energy bar, Gladiator = 30%, Hero = 50%.
Climb movement
Now is possible to climb ladders! This movement type is only possible in Day 4 for now, but I plan to add it to other levels from now on as it opens very interesting possibilities to have more varied combat situations.
Added momentum to climb movement.
Added vibration when gripping a ladder.
Improved "hit satisfaction"
Reduced "floatiness" of enemies.
Changed the "hit flesh" sound.
Added addicional blood slice spurts.
Added vibration on hit to Oculus touch.
Added vibration on movement to Oculus touch.
Graphics, antialiasing and performance
Added screen percentage 100 and 110 to the graphics menu.
Changed the Antialiasing options: Disabled, TAA, MSAA x2, or MSAA x4.
Changed the default settings to be screen percentage 100 and disabled antialiasing.
General improvements
Hands will not go into locked state if you are not holding a weapon.
The debug menu can now unlock day4.
Fixed skeleton in day 2 creating sparks in the middle of the arena.
Improved grabbing levers.
Added posibility to override group AI.
Fixes
Fixed hammer attachment position for oculus touch
Please let me know what you think about this new update and Day4, either here in the forums or in our discord channel: https://discord.gg/63PBXdQ
Thanks!
Update 1.20 - Day 4: Naval Battle!
Hi everyone!
The new update is finally here and brings a several improvements in hit satisfaction, performance, locomotion and a whole new level! I hope you like it!
Day 4: Naval battle
The new level is finally here! Experience what was like to fight in the Colosseum full of water! The level has 3 stages as always:
Stage 1: Reach the boat and kill the archer with the giant ballista. The ballista automatically reloads every time you arm it.
Stage 2: Reach the big platform in the middle of the colosseum. To do it, pull the lever on your boat to move forward and sink other boats as they board you. Once you kill all the enemies in the boat, break the stone to move forward again.
Stage 3: Survive for 2 minutes! Be careful with the ballista that fires at you, if you stay still for too long it will kill you.
Note: If you fall in the water the Shark will kill you :)
Teleport Improvements
Added a limit to the maximum distance you can teleport in one shot. 4meters for Day 4, 10meters for the rest of the game.
The energy consumed each time you teleport depends on the distance you traveled. This opens new posibilities specially against archers, that were a hit or miss situation.
There is a minimum energy cost every time you teleport. So the consumtion chart is like this 0meters -> 30% Teleport Energy Cost | 10meters -> 100% Teleport Energy Cost
Just as a reminder, Teleport Energy Cost depends on the difficulty level: Easy = 10% of the energy bar, Gladiator = 30%, Hero = 50%.
Climb movement
Now is possible to climb ladders! This movement type is only possible in Day 4 for now, but I plan to add it to other levels from now on as it opens very interesting possibilities to have more varied combat situations.
Added momentum to climb movement.
Added vibration when gripping a ladder.
Improved "hit satisfaction"
Reduced "floatiness" of enemies.
Changed the "hit flesh" sound.
Added addicional blood slice spurts.
Added vibration on hit to Oculus touch.
Added vibration on movement to Oculus touch.
Graphics, antialiasing and performance
Added screen percentage 100 and 110 to the graphics menu.
Changed the Antialiasing options: Disabled, TAA, MSAA x2, or MSAA x4.
Changed the default settings to be screen percentage 100 and disabled antialiasing.
General improvements
Hands will not go into locked state if you are not holding a weapon.
The debug menu can now unlock day4.
Fixed skeleton in day 2 creating sparks in the middle of the arena.
Improved grabbing levers.
Added posibility to override group AI.
Fixes
Fixed hammer attachment position for oculus touch
Please let me know what you think about this new update and Day4, either here in the forums or in our discord channel: https://discord.gg/63PBXdQ