Hi everyone,
This is the first part of updates that will be focusing on the campaign mode. Seeing the size of the campaign mode, we have decided to do split our updates into multiple parts, focusing on specific elements that would benefit the campaign mode. Doing this will not only reduce the amount of time between public updates, but also helps us focus on specific elements.
It must be noted, however, that differences between updates will not be too significant, coupled this with an additional devlab updates between public updates, the transition from update to update will be much less significant and more gradual.
As was established in our previous devlab branch (Version 0.1.2.1.S.1), this update mainly focuses on refining two major elements which are the AI and Combat system. In addition, three small areas have also been added to the map. At this moment, these areas are still very basic and would be further improved later on.
Combat Improvements:
• Action and reaction system added. The addition of action and reaction system makes combat look and feel more impactful as creatures are either pushed back or moving towards their opponent.
• Added weight and attack power. Weight determines how well a creature could withstand being pushed by others. Attack power determines how capable the creature is in pushing others.
• Added and improved Get-Hit animation. Now when attacked by a heavy attack, creatures will play the Get-Hit animation, making heavy attacks feel more powerful.
• Stationary Attack animations added. Stationary attack animations have been added to better support the new combat system.
• Attack cooldowns added. This helps smoothen attack transitions and pace.
• Movement and non-movement based attacks differentiated. Now creatures will play different sets of animation depending on their movement, so attack animations between moving creatures will be different compared to idle creatures.
AI Improvements:
• AI nutrition needs added. AIs will now grow hungry and look for edible resources.
• AI Roaring improved. AIs will only roar when they are at a certain distance from their opponents.
• AI Attack transitions and switching improved. AI attacks will now be more consistent.
• AI Cower behavior improved. Cowering AIs will now move randomly, making them more difficult to catch and hunt down.
• Significant rotation speed increase. This helps the AI move more fluidly.
General Additions:
• Three small regions added to the map which are the southern swamp, lake, and mountain lake.
General fixes:
• Camera Clipping Fixed. Decrease camera clipping distance with the terrain.
• Toxicity fixed. Highly toxic resources will not deplete health immediately when eaten, instead will deplete health overtime. The higher the difference between the resource toxicity and toxic resistance would result in faster health depletion. Nutritious but highly toxic resources would deplete health longer.
• Increase drinking restore rate. Drinking will now restore more health and regain more thirst stamina.
• Player Input fix. Player input would not be registered when the game is paused.
• Stamina depletion fix. Stamina will no longer deplete automatically when shift is held down while idle, stamina will deplete only when shift is held down while the player is running.
• Map borders and colliders fixed. Now map borders will look more natural and have more accurate colliders.
• Log and wood colliders fixed.
• Spawner region fixed.
