Developing games has been full of ups and downs over the long years. Unfortunately in the past few years attempting to push on and work by myself in such a competitive field has generally not been good for me. With the reception of my recently games being unexpectedly poor, the income I have been getting from this line of work has stopped being reliable to pay my bills into the future. As such I have found a new career and decided to stop Flyleap Studios. This will mean that all our games will be taken off sale soon. I apologize to anyone who may feel I have failed them and I extend my warm thanks to anyone has enjoyed my games. I wish you all the best and God bless.
Hotfix 7-7-17
> Fixed a bug that was forbidding saving of character customization
> Removed the requirement of armour upgrade to see shoulder armour on characters
> Removed nametags from non-human players
> Flipped Colour slider images to match actual chosen colour
Enjoy
Hotfix 7-7-17
> Fixed a bug that was forbidding saving of character customization
> Removed the requirement of armour upgrade to see shoulder armour on characters
> Removed nametags from non-human players
> Flipped Colour slider images to match actual chosen colour
Enjoy
Deathmatch Re-introduced!
With this latest update we're bringing back the much loved deathmatch mode with some new twists!
To streamline the action, players are given two random spells which will re-roll as a new random spell every time they are used. Additionally, special passive upgrades like stealth and shields can be collected from the new power-up points placed in the map.
We think this should make for some frantic fun without any need to get stuck in complicated menus or too much worrying about getting the most optimal build.
Jump in to a quick session of fantasy battle chaos and tell us what you think of the new deathmatch (Solo) mode!
New Kingdoms Rise Beta Live Now
https://www.youtube.com/watch?v=S16rToijuuw
The new Kingdoms Rise (rebuilt on Unreal Engine 4) is now playable through the 'Kingdoms Rise Test' app.
If you own Kingdoms Rise you should already have 'Kingdoms Rise Test' in your steam library, simply download and play to try out the beta of the New Ue4 version of KR!
Don't forget to tell us what you think of it,
Stay Tuned and have a Merry Christmas! :)
-Mittens
Update now Live! - APRIL 2015 - Kingdoms Rise
Video Highlights of this Update
http://www.youtube.com/watch?v=EUDRg1uCrWs
Features:
-Purge spell
-Area curse spell
-Arcane Armour spell
-Berserk spell
-Soul Pin spell
-Chain Blast spell
-Dash spell
-Firecircle changed to consist of multiple pulses
-Trap now blocks 50% of sword damage taken from behind and return 20 damage
-Put finishers back in game
-Make sword drop when ragdolling
-Countdown for starting a duel
-LMS round announcer
-LMS round end slomo
-LMS round summary
-Achievements are now all hooked in
-Made MMR more reliable
-Added experience system players now must get experience to unlock and use spells and weapons
-Added particle effect to throwaxe when attached
-Added HUD to show who is currently talking with VOIP
-Added changeable VOIP button
-Explosion and sword scrapes now leave marks on the world
-Buy menu changed to more correctly show spell categories
-Buy menu spells that have never been purchused now appear as "new"
Bugs:
-Moved to a new version of UDK
-Fixed the ai bots in target range
-Fixed disarm hits while you're plane shifted
-Fixed being able to roll and teleport in the middle disarm
-Fixed rolling and disarming bug
-The health amulate now gives +2 health per second
-Fixed parry lock fainting - when a swing gets locked it can no longer be cancelled
-Fixed kills not showing in survival mode
-Fixed getting +1 Ammo and not getting your passive amulet power back
-Getting +1 Ammo now returns model to players back
-You can no longer gain more then the maximum ammo for any disposable
-Fixed killing with Ice Spike Stealth Icon Appears and console says "hit with trap"
-Fixed icespike spawn indicator not dissappearing sometimes
-When an icespike is unable to spawn the cooldown will get reset so player can retry
-Fixed swinging while changing spells
-Fixed being able to change sword without dieing exploit
-Fixed sprinting while using ALT camera
-Fixed chat appearing twice when typed
-Fixed player being able to dash away after a sword action
-Shortened the time in which swords can clash in the middle
-Fixed icespike preventing actions a second after spell is cast
-Fixed icespike not blocking Push
-Fixed using Plane shift after certain actions such as teleport/attacking/rolling/jump attack/parry causes phase shift to end the duration of the spell earlier than held
-Fixed shield still visible when in phase
-Fixed Fire sword particles are still visible while in phase
-Fixed Parries and clashes causing sparks to appear somwhere else on the map
-Increased pull hit size
-Fixed Server browser entering twice after a refresh
-Fixed chat not being able to type all characters
-Fixed spell silence icon not appearing correctly
-Removed idle kicking feature
-Fixed font problems
-Made MMR more consistant
-Server browser automatically refreshes when opened
-Removed the 3 from LMS scores
-Changed MMR system to give/take less maximum MMR for wins/losses
-Fixed fireball sometimes getting perminantly stuck to players hand
-Fixed special ammo not showing correct ammo
-Fixed silence spells not displaying correctly
December 2014 Update - Now Live!
http://steamcommunity.com/sharedfiles/filedetails/?id=358357793
-Added early MMR tracking (still in early development stages)
-Added stat tracking fro kill, deaths, duels wins, duel losses
-Added voip press "G" to use
-Added new spell icespike
-Added new disarm attack press attack and then roll
-Parry accuracy now effects next attack time eg. the closer your parry is to perfect the faster your next attack
-Doing a perfect parry - matching opponenets directions perfectly will now make your next attack require a much more accurate parry
-changed sword damage system to do more damage at lower power swings but same damage with higher powered swings
-Fixed sword system constantly returning to 0
-Attempted to fix loading crash bugs
-Fixed chat box problems
-Fixed double taunt bugs
-Fixed controller support problems
-Fixed comboing happening from same direction
-Fixed push not effecting players in odd states
-Fixed refraction charges not getting rest in LMS
-Fixed controller support not work in some parts of main menu
-New firesword model
New Update Now Live! - October 2014
The October Update of Kingdoms Rise is now Live!
https://www.youtube.com/watch?v=IDHqOKhYlu8
Full change-log here;
http://steamcommunity.com/app/248630/discussions/3/619569340981081820/
August Hotfix now Live!
Changelog 26/08/14
Melee System - Missed have added back-swing time, increased to make initiative like the original system
- Getting parried bars you from re-attacking for a short time (like original system)
- Damage is now based on swing speed (avoid taking hits from back-swings and swing beginnings
http://steamcommunity.com/sharedfiles/filedetails/?id=297410732
- scaled damage based on hit position along the blade (so hitting with handle hurts less, hitting with blade tip hurts lots)
- increased time window to parry a parry-lock swing
- made parry-locks no longer require holding the parry button all the way up to the contact point (it's now automatic this like old system)
- REMOVED: Dash attacks
- (slightly) reduced the 'player facing' angle threshold for parries (so shields can't block attacks coming from behind)
- Moved the attack-v-attack clash timing so that they happen more like in the old system
- CHANGED: The timing for combos
Interface - FIXED: key-binding menu
- FIXED: volume sliders don't work
- FIXED: M&B mode not saving out to client configs
- FIXED: Cloth and hair tones not saving to client configs
- FIXED: some customize options can be skipped over by scrolling left through the arrays
Misc - Made shields more fallible, more harshly judge timing
- FIXED: Attack back-swings have no fade-out blend
- Screen effects (blood etc.) now clear up while spectating/dead
- Wing Capes have been removed for the sake of those people who suffer lag issues becomes of them. They will be added back in once the game has adequate options to support them.
Known Issues still not fixed in this hotfix: The Disconnect button can still cause the game to crash
The landing animation cuts off the fire-circle animation
Chat is still weird while dead and across round changes
August 7th - Update now Live!
Key Changes explained in Video;
https://www.youtube.com/watch?v=6LKo8QnmzoE
Changelog:
-Totally remade sword system to use traces for hit detection
-Timings of parry, combo, parry locking have changed slightly the system is in general slightly faster paced
-Ground-up remake of All Menus and User Interface
-New HUD
-HUD now shows a Log of incoming damage
-New Game mode: Team Last Man Standing
-Full controller support throughout the entire game
-New survival mode with AI note: It is possible to play this mode multiplayer although it is balanced for single player so we are not hosting any servers for it
-Easy, Medium and Hard training bots in the tutorial level
-Attack-Inversion button now works (M&B Mode)
-Attack and Parrying dashing have been implemented as features (press attack/parry and roll to do them)
-New context specific death animations
-Sword and shield added as a new sword type player gets a shield that doesn’t require direction to be set
-Dueller sword added as a new sword type basic sword with no modifiers
-Hammer added as a new sword type low damage with large knockback
-Wooden sword no longer does knockback
-Added game mode round start music
-Totally removed the quake voice
-Made a new round end camera
-Added a head explosion in the event of chop headshots
-Added swing and parry power indicator to HUD
-Player now have a maximum rotation rate to prevent helicoptering
-Added an eight direction walk node to improve walking animation
-Made combo attacks slightly easier
-Added Wooden sword sounds
-Fixed cloth not colliding with player model
-Smoothed the sword angle acquiring code should no longer feel like you get locked into an angle
-Added game blur while in menus
-Fixed decapitations (head now spawns)
-Made player able to swing after casting pull
-Fixed not being able to join servers from in-game
-Fixed post process effects getting deleted to early on round end
-Increased arrow sticking time
-Dual mode is now based on kills and not score
-Increased duel kill limit to 15
-Fixed TDM rotation time bug
-Scoreboard correctly shows who is alive and dead
-Changed the players look offset to look up slightly higher
-Fixed idle face animations not working
-Fixed skill animation overriding sword animation
-Improved player movement replication to fix jerky movement on replicated server
-Added high ping warnings when lagging
-Fixed phase shift ghost bug
-Fixed double teleport going nowhere bug
-Fixed Fireball, Iceball, throwing knives anim getting cancelled early
-Attacks and Parries will not fire off as soon as possible if player is still holding button maximum 1s
-Fixed team colors getting saved into players loadout
-Improved Graphics and SFX
-New Armors
Known Issues -Keyboard and Mouse control re-binding not working
-Game crashes on disconnect button pressed
-Decapitation head is always male
-Chat box can fail
-Some button texts are wider than the button