Hey all,
Huge Tales of Glory Update for main game and demo. I've rewritten a big part of the game engine to rely more on physics with a lot of improvments
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.
Avatar Movement :
Avatar movements also rely on physic and you can't climb things easily.
Jumping : Right controller pad/stick click UP. You need to be moving to jump and the more speed, bigger is the jump
Jumping consumes stamina.
Addition of a new running option :
you can toggle running with pad/stick click , you will keep running until you walk or run out of stamina
you can't run when crouched (for infiltration map purpose)
Combat addition :
Upgraded combat AI for NPCS with parying ability
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 grip system : you can choose between permanent grip(Vive style) or grip button maintained (Oculus style)...
Weapons are now physical. You can throw them in the air to reverse grip
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 (Right Pad/stick down)
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.
Ragdoll behavior modification on body hits - no more anims
Collision system reworked to ensure blocked weapons are blocked and can't hit
Cav can now randomly fall from horse but stay attached to the galloping horse when dead
Wound addition : wound decals on npc body on impact
New fire particles because old one were not compatible anymore with unity
New Selection & order system with new orders
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
Hold : Your units will stay idle
Resume : Quit Hold mode and resume previous order
Giving a new order to units in Hold mode will auto resume them.
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
New group menu (Pressing both trigger buttons to show it) : ability to add units to groups and quick select groups.
New Game Modes :
New ambush convoy game mode
with 2 maps
New Hold the place game mode
New infiltration mission AI
enemies will team up, search area, found dead bodies
you can drag dead bodies to hide them
EDIT : forgot to add the addition of 2 daggers only weapon slots, one on each boot
