Added Russian, Chinese, and Korean languages. Added translations for graphics options, arenas, and bounds in deathmatch. Reassessed delay after victory to reset the match (2 seconds longer). Added sounds in menu navigation. Fixed: The mouse cursor was interacting with the interface even if the cursor was invisible. Fixed: Lava was causing health damage to detached robot parts.
[.4.6] Patches and Features : Instructions
Reviewed tutorials as a set of sequential instructions for improved accessibility and clarity.
Added a "just in case" visual hint for the first-time player in deathmatch.
Reviewed torso and pelvis force parameters for smoother animations.
Increased ground friction, reducing the distance robots slide after taking damage and resulting in more concentrated, intense fights.
Adjusted the movement of robots' legs in the walking animation.
Reviewed the weight of the sword.
Reviewed weapons attraction visual effects.
Reviewed some texts appearance.
Fixed: a case where the camera couldn't choose a side to place and remained in the middle.
Fixed: lava visual effects sometimes not playing when a robot falls into lava.
Fixed: AI not jumping when attacking without weapons.
Fixed: deactivated AI could still trigger target events, activating the target arrow visual.
[.4.5] The pursuit of aesthetics
This update further enhances the game's aesthetics, notably by revamping the User Interface with a more modern, minimalist tone.
User Interface rework.
Improved arenas background with atmospheric gradients.
Stands were also reworked. (where players get customized before deathmatch).
Fixed : fps drop when menu display at game start.
Fixed : a robot mesh part (knee) was not correctly mirrored from left part to right part.
[.4.4] Patches and Features : A little big update
This update enhances visuals, artificial intelligence, damage behavior, and camera functionality for an overall improved gaming experience. It's a better starting point for new players.
Drastically more fluid camera in combat.
Drastically improved stability and accuracy when measuring damage amount from collisions. (more coherent damage -> more controls in fight).
Restored throw damage with Lasergun, Blastgun, and Lasercutter.
Improved AI jumps behavior in combat.
AI can unstuck itself when behind chain bounds.
Restored AI victorious jumps.
Increased slow motion probability for death with various weapons.
Improved visuals for Lasergun fire and hit.
Improved visuals for BlastGun load and fire.
Improved visuals for LaserCutter fire.
Improved visuals for LaserGrid trap hit.
Improved visuals for Saw trap hit.
Arena's ground less bright (better focus on action).
Arena's border more visible.
Fixed : Guard from arms was not stopping health damage from melee.
Fixed : Undesired line fx sometime showing when players teleport.
Fixed : Players teleported with weapons got sometime brutal acceleration.
Fixed : Players could get through arena's limit colliders and fall into abyss.
Fixed : Chained weapon without user could trigger slow-motion when link break from damage.
Light change in combat UI : rounder health and stamina bars, colors of points more visible.
✌️ !
[.4.3] Patches and Features : New Target Sytem
Auto-target : A new unified and simplified mode for targeting opponents. Just move toward them, stop worrying about the Y button.
More graphics settings : - vSync. (recommended over a frame rate target) - Target Frame Rate. (30, 60, 120) - Application can run in Background. (useful for streaming) - Full Screen / Windowed.
Better slow motion timing. (reduced for jumps, increased for serious damages)
Improved fx when teleporting in Meta world.
Fixed : chained weapons sometime set as usable with broken chain.
Fixed : weapons could spawn even with "none" match's setting.
Fixed : press trap sometimes not killing when closed with player fully inside.
Fixed : camera was positioning for fight between same team winners at end of round.
Fixed : laser-sword motion-blur fx inconsistency.
Fixed : broken match settings with team damage, traps, vibrations, AI-level... (from 4.2)
Fixed : Detached limbs could sill trigger damages. (from 4.2)
Fixed : broken laser bounds without sound or fx. (from 4.2)
Fixed : weapons sometimes stuck in air at spawn. (from 4.2)
[.4.2] Patches and Features : Damage System
Camera is now fully sync with physics cycle, resulting in a much more fluid image even with high speed movements.
Tuned camera moves (height, target, speed...)
Redesigned damage system : better physics for damages, all weapon's damage reviewed.
New balance for health, stamina and player's stats : globally less health damage for longer rounds, and increased stamina recovery for more engaging fights.
Removed overheat. players no more lost stamina when attacking. (replaced by discreet per-damage dedicated anti-spam system)
Reviewed hit fx on robots (visuals more dynamic).
Chains bounds are more springly to allow easier escapes when players are blocked in.
Laser wall bounds do only stamina damage, and lasers look less large.
Fixed ai not attacking with punch when too near of opponent.
Review of sword pose when equiped
[.4.1] Patches and Features
In this update ;
An improved camera, more able to follow the actions of the players, with less shaky transitions.
A graphics panel is now available in the options, with support for different screen resolutions other than 1920 x 1080.
Corrected tutorial hints showing misleading (left) joystick to use in weapon attack and weapon steal.
Modified tutorials to remove part where camera go behind player.
Unified some colors in the user interface when training mode is paused, for more clarity.
Fixed AI dodging some attacks not targeting them.
[.4.0] The New Dynamics
I'm excited to bring you this major update that aims to elevate the gameplay experience to new heights:
In pursuit of this goal, an entirely revamped physics will redefine the dynamics of in-game combat. The robots now possess a heightened sense of weight, exhibit increased inertia, and every animation has been reimagined to ensure a fluid experience.
The AI has undergone a substantial upgrade, powered by a growing performant array of contextual behaviors, ready to challenge any human who dare. Additionally, the improved weapon mechanics make maneuvering them feel more natural, enhancing the overall fight.
With this update, we're propelling this game into its next evolutionary phase. Welcome to uncharted gameplay territory !
Patch and Features
- Fixed mouse cursor not showing when game paused. (in case you may need it). - Shortened some delay for weapons release when arm broken/dead. - Fixed weapons attraction fx running when game paused. - Fixed health and stamina ui bar animating when paused. - Fixed woosh sounds always playing when player just moving with arm extended but not attacking. - Init crouch to false when spawn. - Set crouch to false when landing after each jumps. - Overheat ui bar go red to signal overheat. - Removed laser grid pre-damage collision when loading up in air. (was setup for AIs to feel danger few seconds before, but it was cutting weapons chains at spawning. Now no more damage and AIs can still feel danger coming.) - Added more damages particles when out of ring damage. - Fixed laser sword air trail fx not showing enough. - Changed order of calculation for interpolating moves. (this should gives -slightly- better animations mixing.) - Slightly smoother camera.
[.3.8] Patches and Features
Fixed mouse cursor not showing when game paused. (in case you may need it).
Shortened some delay for weapons release when arm broken/dead.
Fixed weapons attraction fx running when game paused.
Fixed health and stamina ui bar animating when paused.
Fixed woosh sounds always playing when player just moving with arm extended but not attacking.
Init crouch to false when spawn.
Set crouch to false when landing after each jumps.
Overheat ui bar go red to signal overheat.
Removed laser grid pre-damage collision when loading up in air. (was setup for AIs to feel danger few seconds before, but it was cutting weapons chains at spawning. Now no more damage and AIs can still feel danger coming.)
Added more damages particles when out of ring damage.
Fixed laser sword air trail fx not showing enough.
Changed order of calculation for interpolating moves. (this should gives -slightly- better animations mixing.)