Keep in mind the game is still very far from finished but these are some of the features we did since the closed pre-alpha in August:
In general we had a very high priority on gameplay systems.
Generic character rigs which allows player and NPC's to wear items in various configurations. It means player can wear skeleton shields and weapons and the skeletons can wear the chicken mask etc. The transition to the new system is still ongoing so there's some limitations on what certain characters can wear.
Examples of player equipment configurations:
The inventory and item equipping system is much better than before and it has all the stats connected to data. You can see the Armor value update if you remove armor pieces:
Various skeletons, all equipped with the new rig and item slots:
Accurate damage shapes for all weapons and objects. Here's a screenshot of the collision shapes lined up in Blender:
Body parts have quite accurate collision shapes as well. If pick up an object and if an enemy strikes at you it will likely hit the object you're holding.
Animation system has been rewritten to allow for upper body and lower body direction to be different. For example: strafing while blocking.
Combat AI improvements, the enemies don't stack in one place like they used to. Instead they flow around the player more naturally, though there's still room for improvement in their AI as they get stuck on objects:
Throwing system is connected to damage so you can inflict damage to enemies by throwing items at them:
There's a better stamina system. Jumping, blocking, lifting and throwing spend stamina.
Currency has been reworked. Instead of coins there are various representations for different monetary values. It's also an optimization because you can display one gold cup instead of 50 gold coins:
Day and night was a bit clunky before. It's been replaced with cleaner solution which can create smooth blends between any weather conditions:
Lots of new objects and foliage:
Main menu has several graphics options so it should run better on older hardware.
The world generation is still heavily unfinished and makes the separate elements seem way more unfinished than they are, that's why we've included the Training Grounds sections where you can see more easily how the gameplay mechanics work.
Our next step is to move manpower to the world generation and move it to the next level.