Mortem: Fallen Kingdom cover
Mortem: Fallen Kingdom screenshot
Steam
Genre: Adventure, Indie

Mortem: Fallen Kingdom

Pre-Alpha Hotfix 0.6.1

Hi all!

From recent feedback and bug fixes I have done some fixes, tweaks and added somethings to my to do list

Player changes

Reduced block cost - Blocking an attack was far too punishing and only allowed a couple of blocks before running out of stamina. When character attributes are fully enabled this can be relooked and balanaced if need be

Quick step rework - Quick step has less iframe and less stamina cost - it was far too easy to quick step and never needing to roll

Quick step/Roll key - You no longer double tap space to roll, you now hold space instead. This will avoid double tap not working and reduce input lag

Parry is on its own key! - TAB is now the new parry button and the parry window has been reduced (it was FAR to easy to parry an enemy)
-If you miss time a parry, the damage you receive will be reduced

Stamina regen increased - The rate at which you recover stamina has been increased

Bow rework! - base damage reduced because..... it was op.
-Light attack now removed - your base attack is always the aimed shot. This makes fast firing skills more sought after

Reduced the amount of time the knockdown animation lasts and you can roll out of the animation faster to avoid being stun locked

AI changes

Archers now shoot slower and over smaller distances as they were a nuisance at times

Bug fixes

Inventory screen adjusted so it doesn't display off screen
When opening different UI they no longer overlap each other causing you to get stuck
Fixed an issue where AI sometimes spawn with no weapon
Fixed an issue where you are stuck in block
Fixed an issue where you are stuck parrying
Fixed an issue where you are knocked in the air and float
Fixed an issue when you can yeet larger AI

Performance
Nothing major here as of yet just some tweaks to foliage optimization

New game test and pre-alpha patch 0.6

Hi all,

I would like to first apologies about the length of time it has taken to get this update out. As you may or may not be aware, I recently had a son which has caused delays in game development as you may expect! I also had to focus quite a bit on the WN Dev Contest earlier this year and been properly planning out my roadmap and design of all game systems.

I made the decision to implement a system I was working on prior to this project, which gives the player the ability to craft their own abilities. I spent quite a lot of time tweaking the system to get it feeling okay and would now want to some feedback, suggestions and critique on it.

Firstly I will cover the ability crafting and cover patch notes in the next section.

Ability crafting

To craft an ability, you must choose 3 components. A weapon, a base skill and a method. You can then use the “power slider” to increase of decrease the strength of the ability which effects the amount of adrenaline required to use it.

Sword and shield

Base skills
Assault – Deal direct damage with your weapon
Haemorrhage – Deal damage with your weapon causing the enemy to bleed
Pierce Armour – Pierce armour reducing their physical resistance
Incapacitate – Rend the enemy causing slow
Shield hit – Deal direct damage with your shield
Shield Knockdown – Deal direct damage with your shield knocking the enemy to the ground
Defence Boost – Bolster your shield defences

Methods
Slam – Slam the ground knocking enemies in an AOE to be knocked off balance
Rapid Strike – Strike the enemy three times in quick succession
Thrust – Powerful thrusting strike
Double slash – Slash the enemy twice
Shield smash – Smash the enemy with your shield
Shield charge – Charge forwards and strike your enemy with your shield
Empowered block – Blocking will not consume stamina
Empowered parry – Executing a parry allows an empowered riposte


Two hand

Base skills
Assault – Deal direct damage with your weapon
Leg Sweep – Knock your enemy to the ground
Shield Breaker – Cause high damage to enemy's shields
Disarm – Disarm your enemy reducing their damage dealt

Methods
Diving attack – Leap forwards striking the enemy with your weapon
Uppercut – Powerful uppercut strike
Whirlwind – Spin and hit all enemies around you
Cleave – Cleave enemies in front of you


Bow

Base Skills
Broadhead Arrow – High damage standard arrow
Poison Arrow – Inflict poison on your enemy
Exploding Arrow – Cause an explosion on impact damaging nearby enemies
Rooting Arrow – Cause slow on your enemy

Methods
Aimed shot – Slow powerful aimed shot
Rapid fire – Rapidly fire three arrows
Quick shot – Swiftly fire one arrow
Split shot – Fire three arrows in a cone

Patch notes

Character Creator 3
I have opted to use Reallusion's CC3 for created NPC models. This steam lines a lot of 3D modelling for characters at a high quality, allowing more flexibility and originality when it comes to character design.


Quests
The previous quest system I created from scratch had quite a lot of bugs, mainly surrounding saving the progression, which caused issues when dieing half way through a quest.
I decided to scrap this system and redesign it taking elements that worked well. Up to now *touch wood* many of the bugs have been fixed.

Save Game
Along with the quest bugs, the inventory also brought a few challenges loading in the player's inventory slots. This has also be re-worked.

Sounds
Awesome new combat sounds have been added to the game that have been made by Cai Jones.

Weapon swaps and Hot bar
The weapon swap cool down has been reduced allowing the player to swap more frequently and utilise their weapon skills more frequently.
Hot bar is set up to allow 3 skills per weapon type. When magic is initiated, these skills will be replaced with magic abilities.

Bug Fixes
Fixed a bug when loot failed to drop or would display loot has dropped with no items to loot
Fixed an issue that caused stuttering during movement
Fixed an issue that caused the stamina bar to stop replenishing
Fixed an issue that caused the adrenaline bar to stop filling
Fixed a bug that caused the UI to remain in certain situations such as during the execution
Fixed an issue that causes AI to attack before their current attack has finished



European Unreal Engine WN Dev Contest Final!

Just a quick announcement to let you all know we made it to the finals in the WN Dev Contest! This is a great achievement for a solo developer and went up against some good games and companies. From over 550 submissions to the top 34!

I wish everyone the best of luck in the contest and no matter what happens, I can hold my head up high reach the final

If you want to show some support, please give the game a thumbs up on the contest website, you can vote once every 24 hours


https://wndevcontest-games.wnhub.io/1549