Patch Notes - 2016-05-16 - Alpha Build #1


  • Developer

    We’re not polishing up the game for any specific deadline right now so we’ll be doing heavy changes and will temporarily step back in polish for certain parts of the game until we have some features fully figured out.

    Every single gameplay feature has been changed in some way and a few features are very barebones as their in the middle of development like stamina. This doesn’t represent all the changes but lists some of the bigger items.

    General

    • New maps!
    • First person camera moved
      • this is causing a lot of issues with the neck and shoulders clipping with the camera, will be cleaned up for the next build
      • this is an experiment to increase visibility of your enemy and their animations as well as making you feel more connected to the actions
    • Upper body manipulation enabled
      • Lookdown crouches are back and better then ever
    • Stamina - still missing a few features and no balance pass has been done yet so it will be very rough
    • VO menues are now in the correct order

    New abilities

    • Alchemancer main attack set reworked and parry added
    • Main projectile - mostly unchanged
    • Stab - Close range ability that interrupts on hit
    • Overhead - slow moving projectile that upon getting hit by the main projectile attaches to it allowing you to create a much more powerful projectile while requiring an obvious and longer setup time
    • Taurant ranged abilities moved to the Alchemancer
      -new abilities are close range moves like shove

    Melee & parrying

    • Parrying is now detected differently
      • missing hits intentionally is much more viable
      • the parry happens much later then before and the weapon has to connect with the enemy to trigger a parry making it all feel more connected
    • Added framerate independent tracers
    • Tracers are now drawn as boxes instead of lines
    • Increased turn limit on the slower weapons
    • Reduced parry recovery time - very experimental

    Queueing, combos and animations

    • Tweaked all animation timings
    • increased cancel window of melee attacks
    • sped up combos between abilities and melee a lot, this flow should feel a lot quicker now
    • Lots of queueing tweaks

    Movement

    • Jump changes, standard jump now keeps you in the air for longer lining up better with the melee
      • signficantly reduced air control while jumping - this allows you to sprint, jump and land in the same place as if you hadn’t turned
        • works well for sprinting+jumping out of a melee attack and coming back in for a counter attack and will eventually be useful for getting around parries once we’ve done more work on the melee tracers
    • Experimental combo levitate for the Alchemancer - whenever he chains spells together while falling he’ll slow his fall temporarily. As soon as he stops comboing he’ll fall down normally

    Major bug fixes

    • Combo to parry now works properly (what you all know as cftp)
    • Fixed a few scenarios where turn limit would be instantly removed
    • Fixed issue where attempting to cancel an attack too early wouldn’t work

    What we’re currently working on:

    • New abilities
    • Alchemancer main attack set
      • we’re still not happy with the new set and will be trying a few new things
    • reducing spamminess of alchemancer projectiles
    • Entropist will be enabled in the next build with all new abilities
    • support abilities
      • healing and other utility abilities are currently under represented
    • Projectile interaction
      • all projectiles will interact with other projectiles when they collide, get blocked and more
        • Alchemancer mains will destroy eachother
        • draggable/phoenix will absorb any small projectiles like the alchemancer main and shuriken
        • Alchemancer fireballs and many other projectiles can be deflected by blocking them
        • LOTS more, this will be a huge change to projectile combat and open up countless possibilities to counter projectiles without parrying
    • Stamina
    • Wall jumping
    • Melee Tracer rework
      • big change to how tracers are drawn based on the attack direction that should make a big difference on how you can get around parries
    • Following up on some ideas on how to make parries much more reliable with latency - we’ve done similar things with melee that has turned out really well so this should be good
    • Ability cancelling

    And thank you all for the feedback from the pax build, it’s been incredibly helpful.


  • Mod

    Sounds like this is coming along nicely. It’s just a real pain to test against other Australian players though. Do bots work correctly on other maps yet?

    Pretty excited for wall jumping. Could see some badass maneuvers going down in tight alleyways hehe



  • @Tyoson said in Patch Notes - 2016-05-16 - Alpha Build #1:

    Sounds like this is coming along nicely. It’s just a real pain to test against other Australian players though. Do bots work correctly on other maps yet?

    Pretty excited for wall jumping. Could see some badass maneuvers going down in tight alleyways hehe

    Tyoson I’m keen as hell to test, man. I haven’t seen you online though :( we should try and tee a time up in advance.



  • Not liking the new camera at all, the clipping aside it’s far too close to the ground and it makes me feel claustrophobic.



  • @Xylvion I fired it up quickly to take a look, dont have time to test - but yes that camera is um awful?



  • @gregcau said in Patch Notes - 2016-05-16 - Alpha Build #1:

    @Xylvion I fired it up quickly to take a look, dont have time to test - but yes that camera is um awful?

    All animations are in-progress; the camera should be normal-looking by next build.



  • @Tyoson

    As a note, wall-jumping in it’s current form is a Work in Progress. The gentleman in charge of the jump is currently aware of the ‘forceful’ nature of the parabolic arc.

    What will be most useful for our programmer to debug and perfect it is the ability to exploit any kind of environment with the wall jump (i.e. double wall-jumps, the inability to jump, etc). Go crazy and see what you can find that I haven’t :).

    Any help here would be GREATLY appreciated.


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