Hey all,
Huge Tales of Glory Beta Update. I've rewritten a big part of the game engine to rely more on physics with a lot of improvment (and maybe a lot of bugs too)
Thanks to these big changes :
Units are no more stacking up during combat.
Collision between them are more realistic.
Pathfinding have been globally improved.
General feeling is way better.
As of perf : I've gained doing these changes but also lost some so the result is balanced but this still need to be tested.
Avatar movements also rely on physic and you can't climb things easily.
I've added a jump function to help. Right controller pad/stick click UP
You need to be moving to jump and the more speed, bigger is the jump
Jumping consumes stamina.
Combat addition :
Throwable daggers : Daggers can be thrown like the Axes but can't be thrown if handled reverse.
Dismembering / head smashing requires a swing and can't be done with a stab move
New stabbing kill move : Just stab an enemy and if you finish him doing so, you'll be able to see your weapon moving in his body. You can also double stab.
New weapon grab system : you can choose between permanent grab (Vive style) or grab button maintained grab (Oculus style)... plus a little surprise.
Limited arrows/ bolts quiver : 50 arrows in the quiver.
Pickable Arrows / bolts : You can pickup arrows on dead bodies (or yours) with the trigger button.
Cav grab : You can grab cavs by the arm to make them fall from their horse.
Kick : you can kick enemies to push them back or sometimes make them fall. Kicking consumes stamina
Shield combat : You can hurt enemies with the shield or make themfall on the ground / finish them if they are down
Leg hit : You can make enemies fall if hitting them hard in their legs
Avatar Weapons collision : Avatar Weapon/shields or Weapon/Weapon simulated collision.
New orders :
I've changed the behavior behind each order :
Auto : Not changed
Guard : units will move to the selected position without attacking enemies. Once destination is reached, they will attack nearby units.
If no more enemy units in the vicinity, they will go back to the guard point.
Attack : units will move to the selected position without attacking enemies. Once destination is reached, they will switch to Auto.
This allow you to send your units pushing forward. But be aware, they won't defend themselves once the destination is reached.
Follow : Reworked because was not behaving as intended. Now units will stay behind you and if you stop moving, they will engage nearby units.
if you move away again (5 meters thresold), they will stop battle and follow you again without attacking. etc
Shield wall / Pike wall defense : units in shield/pike walls can now attack incoming enemies and defend the wall. if they are moved too far away from the wall, they will automatically move back to their wall position
I hope you will enjoy all this as much as i do
Jay
Don't hesistate to give some feedbacks
