Zetheros
Developer
Hey Exanimates,
Our big engine cleanup is finally complete. Every little thing is running on new, very streamlined and unified systems. We've added new compatibility and performance options and stripped out a lot of stuff that was no longer needed. The latest and biggest change was updating the terrain system procedural generation, this is now also faster allowing for smoother terrain streaming and has some good detail and colour precision improvements. We're trying to get a new version out on the beta branch later today with these changes as well various gameplay and QoL improvements we've been making over the past couple of weeks.
With all this out of the way we'll be focusing entirely on combat improvements and the dye system, which will roll out in an update with some nice new items and arenas. We've already made some improvements to weapon mechanics and combat. One of these changes is a new overhead targeting system that works similarly to thrusts. When aiming an overhead the targeting plane is softly adjusted to the point on the target closest to your cursor, which makes the controls functionally the same but much more intuitive. Previously you had to aim on an imaginary plane fixed at waist height, so there was quite a lot of guesswork involved when trying to target at head or ground level.
Other changes to combat are the first of several aimed at making the combat feel more consistent and realistic. We are improving weapon mechanics and behaviour and we're removing or adjusting some of the more artificial mechanics. Some inconsistencies between real weapon mass and mass in the wielder's hands were fixed and centres of percussion are much more accurate. We've also made it so that when parts of the weapon below the hilt or grip hit a target or are "parried" this no longer counts as a strike, removing the unexpected and sometimes frustrating cancelling this could cause.
There's a lot more small but important changes to combat, as well as some fairly big ones we're working on. We will probably release these as we make them to get some feedback as early as possible.
Have a great week!
-the BM team
Our big engine cleanup is finally complete. Every little thing is running on new, very streamlined and unified systems. We've added new compatibility and performance options and stripped out a lot of stuff that was no longer needed. The latest and biggest change was updating the terrain system procedural generation, this is now also faster allowing for smoother terrain streaming and has some good detail and colour precision improvements. We're trying to get a new version out on the beta branch later today with these changes as well various gameplay and QoL improvements we've been making over the past couple of weeks.
With all this out of the way we'll be focusing entirely on combat improvements and the dye system, which will roll out in an update with some nice new items and arenas. We've already made some improvements to weapon mechanics and combat. One of these changes is a new overhead targeting system that works similarly to thrusts. When aiming an overhead the targeting plane is softly adjusted to the point on the target closest to your cursor, which makes the controls functionally the same but much more intuitive. Previously you had to aim on an imaginary plane fixed at waist height, so there was quite a lot of guesswork involved when trying to target at head or ground level.
Other changes to combat are the first of several aimed at making the combat feel more consistent and realistic. We are improving weapon mechanics and behaviour and we're removing or adjusting some of the more artificial mechanics. Some inconsistencies between real weapon mass and mass in the wielder's hands were fixed and centres of percussion are much more accurate. We've also made it so that when parts of the weapon below the hilt or grip hit a target or are "parried" this no longer counts as a strike, removing the unexpected and sometimes frustrating cancelling this could cause.
There's a lot more small but important changes to combat, as well as some fairly big ones we're working on. We will probably release these as we make them to get some feedback as early as possible.
Have a great week!
-the BM team