Hey all, main game have been updated with the following content.
Demo will follow in the next couple of hours
https://www.youtube.com/watch?v=IheHBoZfsJo&feature=youtu.be
New steamVR 2.0 controls support with bindings :
This has been tested extensively but if you experience issues, don't hesistate to post a message.
Thanks to this, WMR users will be able to play with sticks too and all oculus buttons are usable. Also, incoming Knuckles are supported.
Liv Mixed reality support :
A dedicated post will follow
Modding :
-Outfits for NPC and Avatar
-Shields
-Flags
-Tents
see the guide here : https://steamcommunity.com/sharedfiles/filedetails/?id=1537802389
Weapons Behavior :
- Halfswording position
- all weapons can be thrown at enemies just by releasing grip with force
- You can still power throw Javelin/Axes/Daggers as it used to be
- When you've stabbed an enemy, you can release the weapon in him, just by releasing grip
- You can throw and stick weapon in ground or against a wall/surface
- You can pin an enemy on a wall / on the ground
- You can stab with arrows and bolts
- Improved blocking registration for damages
- You can now pickup enemy limbs and throw them to their friends / hit them with to make them stagger
- Added some bottles to, just for testing, you can throw at enemies maybe i'll add more throwable things in the future
IA :
- Guard formation behavior improved
- Formation orientation now based on hmd and not body direction
- Archers in Firewall now fires 3 flamed arrows each time
- Units in Shield / Spear walls have better defense
- Archers and skirmishers now have limited ammo. Once out of ammo, they unsheat a blade and go melee. The will be considered as infantry then for orders
- Dismounted cavs are now considered as heavies for orders
- New IA for NPC target selection allowing better spreading of units accros the different targets with differential behavior for ranged or melee units
New content :
4 new maps (2 Hold the place - 1 battle - 1 convoy)
Other :
- Lot of bugs corrections
- Improved animation and physics blending on hits
- Stamina consumption have been slightly changed
- Smooth turning speed increased
- Horse position calibration is possible in option menu
- Added oculus buttons for kick and jump
- Some perf & navmesh improvments
and lot of other things
Now i'm fully dedicated to finishing the campaign.
Jay
