Disclaimer :
This update is definitely the biggest i've made so far and introduce some heavy gameplay change on the game Core.
I've done my best to chase all the possible bugs but there might still be some hidden somewhere.
Feel free to get back to me if you have questions, problems or feedbacks.
As said, changes were made mainly on the game Core. Some maps might be buggy (Fortified camp, Siege castle) but i chose to leave them "as is" because i'm working on their V2 for the campaign (Fortified camp V2 is showcased).
Tales of Glory is still a work in progress. The game is updated almost every week with new features.
If you want to contribute and propose ideas, feel free to come to the Discord server here : https://discord.gg/nmVPjQb
ALSO : I would like to thank all the people on Discord for the support, for pushing me, for the ideas, the beta test, etc etc. Hope you'll stay some more to finish all this
Changes for all characters excepted villagers (Main game and Demo):
Blended physics and animation on body hits, based on swing force and direction
if you hit a leg, you will see the leg move accordingly to the hit direction and blend back to the animation.
Ragdoll enabled on death.
Instant ragdoll death when hitting an enemy down on the ground (execution)
Ragdoll for mounted cavalry : Cavs wil now be able to fall from their horses and be able to get up and unsheat a claymore to continue to fight.
Dismembered limbs will now have better physics.
Brand new high quality NPC Model PBR enabled with new colors and custom outfits.
Procedural faces, hairs , beards, and height for all soldiers.
Addition of a new feature for one on one combat called dynamic response :
light infantry, heavy knight and skirmishers will try in certain conditions to actively block your swings (see the gif below for illustration)
https://media.discordapp.net/attachments/322768281104678916/366515007090851840/2.gif
You can kill horses and yours is killable.
When a cav die, his horse might run away and stop some meters away, being mountable for you.
Horses will now have differents colors for skin , mane and tail.
Now only blade weapons can dismember NPCS (and obviously not daggers).
Blunt weapons will not be able to dismember but will have a bonus for knocking down opponents / making their shields fall so you can finish them on ground.
3 weapons rewied with better models : heavy hammer, double axe and dane axe.
2 old shield replaced with new models
New behavior for the "Follow" order. Troops following you will now act as bodyguard. If you stop, they will engage automatically nearby units and if you move away for your current position, they will stop and follow you to the next stop
Ability to clench your fists when unarmed (maintain trigger) to punch enemies
Ability to switch your weapon/shield from one hand to the other (by grabbing the weapon in your other hand) except for 2handed weapons / polearms / projectiles
Haptic feebacks on hits reworked.
Bug correction on limbs/weapons staying on battlefield.
Optimized weapons / corpses disaspearance logic for perf purpose.
Menu malfunctions corrected / Added a new "in battle" menu with the ability to change number of active npcs and graphic settings
Migration to latest unity engine <-- still searching for bugs
Render jobs on GPU enabled for a perf boost <-- used to cause some BSODS on older unity engine version for 980TI users. Please get back to me if you experience any crashes
Hope you'll like all these new features.
Roadmap & objective :
Finish campaign maps by the end of october
Finish campaign engine + rpg quest integration by the end of december
Full beta in January
February : work on Multiplayer
Cheers,
Jay
Tales Of Glory on Steam :
http://store.steampowered.com/app/636970/Tales_Of_Glory/
Youtube Channel :
https://www.youtube.com/channel/UC0KW9QJTReNHZeEzfE0z-1A
