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Vox Update v0.54

New Vox update is out and available on Steam. Introducing the character two handed stance and also new idle animations for the player and NPCs.

Here is a devlog video showing the new idle animations: https://www.youtube.com/watch?v=LJW4SooS8AQ
Coming just around the corner is more content and the new biomes that our voxel artist Zach has been working on and teasing on Twitter for a long time. Lookg forward to these new biomes coming to Vox in the not too distant future.

Lots more included in this update so here are the full patch notes are as follows:

New Features:

  • Change experience label text colour to match other HUD text.
  • Diffrent crosshair types.
  • Allow HUD Graphics and crosshair type options menu pulldowns.
  • Make arrows explode on impact, no longer pass through targets.
  • Make initial world loading happen from player origin.
  • Improve the collision detection efficiency for NPCs, Player and enemies.
  • Keep a cache of the grid chunk that we are currently in.
  • Don't check for chunk block position if we are already in the cached grid chunk.
  • Better item and block particle chunk collision checking - more efficient.
  • Update chunk foundation checking to be less frequent.
  • Reduce the render radius of scenery in the world.
  • Stop players from getting stuck halfway up stepping up a world block.
  • Reduce movement velocity when stepping up a block.
  • New animations for duel wield swords.
  • Better sword attack animations.
  • Sword duel wield combo attack.
  • Better idle states and animations for the player.
  • Breathing and looking around animations.
  • Set proper idle stance when entering or exiting first person mode.
  • Make NPCs and Skeleton enemies use the new idle bindpose and animation.
  • Don't render held weapons and items when in a minecart.
  • Don't allow idle animations to interupt a crafting animation.
  • Add proper two handed bind pose to inventory and weapon GUI.
  • Add idle animation to inventory and weapon create GUI.
  • NPC idle animations.
  • Stop NPCs jumping to target when a new target is picked close by.
  • Increase NPC idle timer on NPCs.
  • New vanity items - pug hat, roman hat, beer hat, arrow hat, skiing items.
  • Split up world import files, for different biomes.
  • Remove frontend intro skipping - TEMP.
  • Better NPC dual weapons for fighters.
  • Make sure NPCs clear their target enemy when they die. They shouldn't have vendettas after death.
  • Add an overhead marrker for enemies to signal target mode can be activated.
  • Add target mode activation when in follow cam.
  • Also allow enemy overhead marker to appear in non-follow cam mode. (but not first person mode)
  • Don't allow mimics to be targetted unless they are aggro, harder to spot.
  • Add arrow to crafting recipe for standard crafting from inventory.

Bugfixes:

  • Make sure minetrack ramps can be crafted.
  • Safety and sanity checking on block array access.
  • Fix regrowth boots spawning grass and plants - uninitialized var.
  • NULL check for player pointer in scenery manager.
  • Fix fullscreen mode. Remove window borders and frame.
  • Fix wand for new attack type code, not continuously called attack().
  • Clear NPC companions when we quit or enter new game.
  • Make sure we still render the background if the HUD components havent been removed yet for enemy health.
  • Fix for world chunk and items loading from file.

Cheers.
AlwaysGeeky