Hello Gamers!
There are many frequent updates, but I want to inform you that we are using advanced creation techniques. Gestures, expressions, interactions, and interactive, emotional, and expressive dialogues make up the powerful relationship system in The Fallen Night, an innovative discovery that will be replicated for major projects like Cromos and Eighteen, and of course, will remain in The Fallen Night, an important advancement at ATEG Studios.
But what can we expect in The Fallen Night? You can interact and make gestures with both NPCs and other players, you can have friendly and romantic relationships with both NPCs and other players, you can build your house or buy one already made and decorate it, ask your girlfriend to move into your house, NPCs now have more lively and intelligent behavior, there are small events that can happen in the world and you can be part of them or ignore them, NPCs now have mood states, some of which are shown through facial expressions, NPCs have personalities that generate different reactions and conversations to the player's interactions, the player character can use the NPC personality system, improved first-person immersion, commands for NPCs that follow you on the adventure, and new mission experiences covering action, adventure, mystery (puzzles), and survival genres.
Coming soon: New basic skills will be added that are available for any class, and these skills are "Counterattacks," "Blind," "Push," "Deflect/Parried," "Move," "Guard," and "Break Guard," in addition to the current ones like "Kick," "Stab," "Finish," "Execute," "Block," "Dodge," and "Roll." More about this will be discussed at the end of the TFN news section.
Summary:



Patrol/Police (Work)

Gestures and Expressions:




New Armor for Women:







Coming Soon: Tunics and Armor for Horses


-Stabs are precise kills that take time to execute, so they can only be performed on an enemy who is distracted by a temporary incapacitation.
-Kicks are excellent for creating space or distracting at safer distances, with a very small chance of knocking them down, but they are a bit slower.
-Pushes are a good option to create space or distract, with some chance of knocking them down; however, they can only be performed at close range.
-The action of blinding is a good option to distract, mislead, or perform a stab, but it requires great strategy or a lot of luck to find dusty ground and have time to grab the dust and throw it.
-Executions are precise kills performed only on unsuspecting or incapacitated enemies.
-Finishing moves are kills performed only on downed enemies or those not executed correctly.
-Counterattacks are excellent short-term opportunities to switch from defense to offense, with a good chance of executing against certain types of enemies.
-Parries are excellent defenses to stop the opponent's attack and distract them for a follow-up offense, but they do not work against all attacks.
-Blocks are more reliable defenses as they stop the opponent's attack outright and can be held steady, but they can become weak or inefficient against very powerful attacks.
-Dodges are less reliable defenses if you don't move far enough away from the attack, but they don't consume much energy.
-Rolls are more reliable defenses as they completely avoid the attack, but their positioning can leave you off-guard.
-The moves are more reliable defenses against charging attacks or very slow and powerful attacks because they require a lot of approach and their recovery is slow for launching an offensive.
Bulletproof: Improvements
We want to share with you the improvements in Bulletproof and tell you that we are working on enhancing the main gameplay. The best result for hand-to-hand and martial arts combat has already been achieved.



Implemented several months ago

