Zetheros
Developer
Hey Exanimates,
This week we did another patch and some hotfixes on the beta branch. There have been some improvements to the new item management system based on feedback and some improvements to attack motions. Notably we applied a similar approach to what we used to correct edge alignment to also keep overheads on target, these are now more accurate and will follow the cursor as you swing. More of the user interface was updated to the new style too.
We've been doing more work on the new user interface since, adding more functionality and elements like scrollbars, we can now also update the character creation and continue screens which is all that remains.
We are working on some of the lower rank procedural weapons now, some of which presented us with some new requirements for the system with interesting applications. We've done quarterstaffs and we're moving on to various hafted weapons and simple polearms.
The focus right now is on updating the match system. There's a few new match types, and we've split them into standard, specials and tournament. Standard matches can be configured and played at any time, specials refresh daily like in the old system and tournaments are multiple match events that appear once a week. You will have more choices and freedom to play the matches you want.
We are also reviewing weapon ranks, general balance and progression and updating how NPC equipment is selected. When we developed the new procedural itemisation system we included various features to generate outfits and assign items in a more coordinated and intelligent way, so now we're wanting to take advantage of that, but also touch on various other parts of how characters select and use items with other applications.
Have a great week!
-the BM team
This week we did another patch and some hotfixes on the beta branch. There have been some improvements to the new item management system based on feedback and some improvements to attack motions. Notably we applied a similar approach to what we used to correct edge alignment to also keep overheads on target, these are now more accurate and will follow the cursor as you swing. More of the user interface was updated to the new style too.
We've been doing more work on the new user interface since, adding more functionality and elements like scrollbars, we can now also update the character creation and continue screens which is all that remains.
We are working on some of the lower rank procedural weapons now, some of which presented us with some new requirements for the system with interesting applications. We've done quarterstaffs and we're moving on to various hafted weapons and simple polearms.
The focus right now is on updating the match system. There's a few new match types, and we've split them into standard, specials and tournament. Standard matches can be configured and played at any time, specials refresh daily like in the old system and tournaments are multiple match events that appear once a week. You will have more choices and freedom to play the matches you want.
We are also reviewing weapon ranks, general balance and progression and updating how NPC equipment is selected. When we developed the new procedural itemisation system we included various features to generate outfits and assign items in a more coordinated and intelligent way, so now we're wanting to take advantage of that, but also touch on various other parts of how characters select and use items with other applications.
Have a great week!
-the BM team