Welcome to Alpha 3.2
New Unity Engine version
We have moved to a new version of Unity (the game engine we use for FTD) and we have not experienced any issues so far, but keep an eye out for any weirdness please and report to us if you see anything like video driver issues or crashes.
New ALT Weapon Inventory Item
We have added a new Inventory slot called ALT where you can select a second weapon that you can use to hot-swap during gameplay. Controls for hot-swapping are [~] on KB (bindable) and RB + Y on Controller.
New Crossbow ( first player ranged weapon )
We have finally added our first player ranged weapon - The Crossbow - that allows player to shoot short ranged bolts at enemies from a safe distance. The Crossbow also has a directional heavy attack that shoots a spray of bolts.
This is just a very early pass on the Crossbow, but it's lots of fun to use and really mixes combat up quite a bit.
New NPC UI and skins
http://steamcommunity.com/sharedfiles/filedetails/?id=255379531
We have re-implemented our NPC system to allow for different NPC skins as animation sets (Sad, Angry etc.. ) including a new UI panel. The original NPC we shipped is still in there as the default skin so no ones adventures will break.
We have also added a new Sign Post NPC (different Entity button) that allows a non-character message to be placed in game - This panel can only have 1x 140 char chunk of text.
New Creator FOLLOW button
We have added a new button on the Game Over screen where you can start "following" creators you like, based on the adventures you play. Right now we are using this to collect data and so you can prepare your follow lists so when we add the Adventure Gallery, you'll be able to search based on the creators you are following.
We encourage everyone to start following the creators you like now.
Network aware Chests
We have finally made all chests in FTD network aware for online games. What this means is that if player 1 opens a chest on his machine, that chest is open on all players machines, but the loot or items we drop from the chests is still local and specific to the character level like it is now.
This also means that if you join an adventure late, any chests that were opened before you joined will be open already, but you will get no loot or items from them.
Dev Let's Play video showcasing new 3.2 features.
http://steamcommunity.com/sharedfiles/filedetails/?id=255674082
Alpha 3.2 change list
New
- Added ALT weapon slot to inventory
- Added ability to HOT SWAP between Primary / ALT weapons
- Added new Character details panel in Home
- New NPC system
- New NPC Sign Posts
- We now show [REQUIREMENTS] tag on loot on the ground to indicate if you will be able to equip it or not
- Added new "FOLLOW" creator button on game over screen
- Chests are all network aware now
- Added new Large and Small Throne Props
Changes/Improvements
- Characters can now douse their flames by running in water
- Re-did a bunch of fire visual effects
- Pyromancer fire effect now sets player on fire
- All fire/poison traps now use the new damage over time system
- Added controller icons to Special Attack UI
- Removed dragon scrolls and dungeon keys from in game character UI
- Lots of enemy AI improvements
- Made KEYS bigger so they are easier to see in game when dropped
- Added Poison and Mud colours to adventure thumb-nailing system (everyone should re-publish to get new thumbnails)
- Doors that are now unlocked by player stay unlocked even for enemies
- Poison now does less damage
- We show new UI when you are in Prop Logic connection mode to prevent some lockups some creators have had
Fixes
- Fixed issue in MP games where clients wouldn't be able to join a game
- Fixed house door rotating every time you switched character in home screen
- Fixed repeating player damage sound when on fire or poisoned
- Fixed bug where player could stand still in lava and not take damage
- Fixed bug where enemies no longer took damage from lava
- Fixed GAMMA being broken on second camera in split-screen
- Fixed UI hitbox area in ACK Loading UI ( for mouse scroll wheel )
- Fixed a bunch of online MP issues
- Fixed Healing Portal freaking out when game went from split-screen to single screen on game over
- Fixed Healing Portals not being able to be marked for re-spawn if no health was left on it
- Fixed issue where UI in ACK could disappear when loading an adventure after viewing the creator leaderboard
- Fixed a bunch of props that were not blocking enemy line of sight properly
- Fixed some controller navigation issues on ACK publish UI preventing players from setting difficulty
- Fixed an issue where opening the creator dashboard and then loading a level would make all UI disappear
- Fixed not being able to clear an Enemy name in the UI