Welcome adventurers to update V0.18!
This update we have progress on combat, door decay and buffed storage chest capacity!
Version 0.18 also brings some big fixes to key issues. Such as the “double stutter” that has been plaguing the game since our last patch.
This is what’s in Patch V0.18…
Door Decay & extended Chest Storage
We’ve added a door decay system to combat abandoned houses. This will mean doors will break once their health reaches 0. If you inhabit the house your doors will require maintenance.
The basic door will break after 2.6 (Real world days) without repairing.
The reinforced door will break after 3.5 days
The iron door will break after 8 days
The gold door will break after 11 days
We’ve also extended storage in houses!
Wooden shacks now have 50 slots, regular houses and estates have 80 slots.
New AI Changes To Combat
Here is a gameplay video showing off our new Combat changes for our AI. They now have states such as aggressive, hostile and cowardly. Some Bandits will now be more alert to your presence and will pursue and engage in combat even if you are father away. Other Bandits will be more unsure and will walk backwards away from the Player in combat and then walk around and towards the Player in a more cautious manor. Other Bandits will be very aggressive with their attacks and will block quickly whilst facing the Player for a more aggressive fight.
AI now also block more attacks and fight in a more defensive way, getting strikes on Bandits will now require more strategic actions than before. When AI now successfully block an attack spark particles will appear when weapons are struck together.
Head on over to our Blog to see a gameplay video showing off our new Combat changes for our AI and also a video showing our previous system.
Patch Notes: V0.18
New Torch Model
We have updated our Torch for a new and improved model! This one is smaller and more compact but still gives off the same amount of light to help guide the way…
New UI Changes
We have updated our Hunger, Thirst and infection statuses and swapped them out fora more readable format. These are now displayed out of 100 and infection rate is now displayed as a percentage.
We felt this change was needed as a lot of Players were feeling the need to eat and drink as soon as the statuses were appearing on screen rather than when they hit the red coloured text, which is when Health starts to deplete. With the new number system Players can now keep an eye on their current statuses and choose to conserve their food and drinks throughout a play session.
New Graphical Changes
the ambient occlusion is a great way of defining interesting shapes but unfortunately it was effecting the grass far too much making the overall all image too dark and patchy, removing the ambient occlusion from them has allowed greatly picture quality through them blending correctly with the ground.
Optimisations, Fixes & More
Optimisations:
- Stabilised character movement memory cost, which has greatly reduced the “stuttering” players experience whilst travelling
- Over 8000 actors merged to improve the overall performance
- Optimised timers in the HUD UI
Fixes:
- Fix for bleeding status in the HUD UI staying on screen after being cured
- Fix to stop “heavily wounded” pop-up from appearing when using consumable items
- Fix to allow Ai to hear your footsteps and will turn to react, making it harder to sneak up on them
- Stuttering issues has been greatly reduced with a new system to update the client's position
New:
- House Doors now decay with a rate of 2.5 real world days. 3.5 days for reinforced door, 8 days for Iron door and 11 days for Gold.
- Blocking is now in game instead of parrying (default key bind right click) you will suffer little damage when blocking however durability of weapons will be affected
- NPCs loot has been improved. They now drop a new range items including clothes, weapons and armour
Updated:
- Headshots incur double damage but helmet armour values reduce the double damage amount.
- House storage for beggars is now 50 slots, and higher tier storage is now 80.
- Ambient occlusion tweak to prevent “patch dark grass” and small objects and better definition on larger objects, this has also address the haze that occurs on wet surfaces
- Player footstep sounds have been reintroduced back into the game
- Basic emote system has now been reintroduced, with 7 new unarmed emote animations
- Sitting on chairs/benches has been reintroduced, with new sit animations
- You are no longer become frozen in place while encumbered, instead you move at a heavily reduced speed
- They way we display infection, hunger and thirst values on the HUD has changed to make it easier to understand
- Updated version number
- Heavy attack is no longer a wide swing, instead it is a off root stab animation (This will change per weapon as we progress further with the combat mechanics)
Balancing:
- Players and NPC’s armour, health and weapon damage have been greatly re-balanced to ensure fights are enjoyable and tense. This is also to prevent issues with “one shot kill” scenarios.
- Increased speed of light swing
Known Problems:
- Using the intractable stocks will cause you to play sitting animations
…See you in Mercia!
// The SIG Team
