Hoping your weekend is great, as always!
Work on the level design and quests for the first area are progressing well, everything is noice.
Hopefully tomorrow or on Monday I'll be able to provide a little WIP peek at what there is already. It's a lot of fun to be hiding little things in nooks and crannies for you to find.
Until then, the question of more outlandish Prostethics came up frequently - So here's footage of a more Melee oriented one.
It allows you instant unsheathing, and you can't drop your weapon + it can't be looted off of you, aside from looking badass.
And also, I've had the chance to work on addressing some weak points in the combat system, which I'm releasing now in a new patch for the Demo! I still have lots of things to improve on my todo list, but it can be done nicely while the work is happening for Alpha 1.
Thank you guys for all the awesome feedback this week as well!
0.0.13
Overhauled Poise system
Enemies won't match rotation during their attacks (enemy tracking)
Displayed Health and Poise bar for focused creature even without lock-on
Displaying Poise for Armor items
Finished object throwing Damage/impact dealing
Updated ragdoll flight mechanic
Finished flying body damage
Reenabled real Kick/Throw strength scaling
Smaller Kick hitbox
Fixed getting stuck in/under a objects if knocked out while interacting with them
Fixed Arena keeper doing weird stuff if being kited into arena
Fixed Radial menu stackable item bug
Attempt to reduce probability of crazy frog bug
Once a torch is lifted, it will be marked for both inside and outside use
Removed stat requirement for lifting weapons from ground
Made rune punches count as normal fist attacks too
Fixed Starting bow costing 0
Accepting a Trade deal won't automatically close the Trading interface immediately
More prominent curative requirement display in Status screen
Disabled radial/hotkey/item usage while crawling - With the icon indicating it.
Improved target hitting when locked on to a specific bodypart
Fixed getting stuck in corners
Fixed endlag of all special attacks
Made mid-combat item usage more defined
