2023.11.30 v0.8.20 Theme version AED/DAE
Foreword: This version has upgraded the version of the engine, the running efficiency is optimized, and there are some important functional reconstruction. At the same time, the type of weapon has been expanded and a variety of new weapons have been added.
Update:
Eat my punch! Introduced the weapons
Templar Gauntlets:
- Golden gauntlets was decorated with 6 colorful gems on each hand, which was dropped by the non armored Templar in certain level.
- There is both strength and agility bonus.


AED:
- A first-aid device can be found in every scene, AKA, the defibrillatter. With electrical elemental damage.
- It's not so easy to get it.


AED's box:
- Nothing really important to say.

New weapon type Brass Knuckles

- The normal attack animation is to take turns to punch. The impact and poise of the right -hand attack are slightly stronger.
- The heavy attack movement is right hand crossing punching, and the character maintains the place.

- Sprint attack is currently(temporarily) a jumping attack.
With the introduction of this type of weapon, two new mechanisms have been achieved:
1. Off-hand weapon, the left hand attack action can also deal damage. It was only an experimental function on the BOSS Soul before.
2. Skinned weapon can fit the character's bone animation better, suitable for the weapons of fine dynamic models(especially with fingers) such as gloves, arm armor, and claws.
New enemies joined: Non-armored Templar
- Found in the screening hall, equipped with gauntlets.
- Can loot his helmet and gloves.
- Sitting, but still actively discovering the player and hostile by default.






Reconstruction attack/damage system
- The attack instruction is now in accordance with intuition, and it will not interrupt the last attack action prematurely, which will cause the damage effect to be lost.
- At the same time, the damage time point of the attack is more accurately in line with visual feedback, and it will stably occur during the specific frame period of the action. It will not be misplaced by random occasions due to the shortened hits.
- The common consequence is a knife-type weapon (e.g. Flash light) UX improvement. It will not look like it contacted the target but actually missed during rapid combos.
- The effect of Battlecry will not be canceled immediately after being hit/kicked/bouncing , but to bear several times according to the Endurance(END) attribute of the character. With each 5 endurance, the character gains one additional time to bear, that is, the character of 10 endurance will lose effect, containing the hidden effect of legendary weapons and the one-time K.O blow after 3 time hit/kick/bouncing.
Further improved UI
- Further reduced the stutter caused by UI changes.
- Several fonts are smaller.
- The Begin button of the story mode is transferred from the bottom to the left.
- The display of random seeds is added to the endless nightmare mode in the free mode, which is convenient for players to relive a dramatic scene.
- A sound effect was added during scanning.
Fixes and other improvements:
- The improvement of the physics system brought by the upgraded engine further reduces the pressure of the CPU.
- Fixed the main chaotic HBAO shadow in the glass mirror.
- Fixed various problems when the backup weapon switch display, such as the bottle is broken but the icon and name won’t change.
- Optimized the lighting of the screening hall.
- Fixed the wrong holding pose when the initial weapon is a rapier-type weapon such as fork.
- Fixed the issue that some targets in the nightmare mode was confusing due to the mess weapon data references.
- Fixed the issue that the naked man in the nightmare mode cannot be spawned correctly.
- Fixed some of the disconnecting issues of the multiplayer mode.
- Fixed performance issues caused by redundant pass rendering.
- Fixed the issue that the character leaning to wrong direction when being attacked from the left to the right.
- Fixed the combat experience of the two boss fights, the sharkman and the soul.
- Optimized the performance of dynamic bone animation, such as tie.
- Optimzed the FXAA quality.
- Fixed the issue of animation synchronization in several multiplayer situations.