There were some changes to the quest system that will likely break your previous save games. We recommend you start a new game to experience the new changes.
New Combat System
We now allow for the player to freely move in any direction while attacking. Those who are familiar with 'The Elder Scrolls' series will feel very at home with this change since they are no longer forced to move forward during attacks. Power/Lunge attacks will still move the character forward.
Successful hits will now play an animation to give the player more hit feedback as well.
Hovering Entity Stat Bars
We've removed the stat bars at the top of the screen for entities and now tied it to the entity's location within the world. This makes it easier to keep track of your enemies status in combat and doesn't require you to look away to see their health and stamina.
Fog of War
The map will now darken areas the player has not explored.
Quests
We've turned the tutorial into a quest with corresponding map locations so that players don't miss important content and information in the beginning. We've also made changes to the quest system that will result in less buggy quests in general.
Campaign Content
We currently have 1 developer out of 3 working on content for the main campaign. They are currently working on expanding the city of Ganburgh with a separate port area. This area is not in game yet but we want to give you some screenshots as a preview.
Patch Notes
Fixes
- Fixed issue where the collision detection for hitting monsters with melee weapons was inaccurate. You could hit some monsters without being close to them.
- Fixed harvesting node collision to work better.
- Fixed label for grouped entities killed in reputation panel.
- Fixed issue with AI being parried causing the AI to move strangely.
- Fixed time not progressing in dungeons.
- Fixed dodging backwards using all of an entity's stamina
- Fixed conversation not having the correct options for when a client is talking to the NPC.
- Fixed client not getting the stealth critical hit success message when they scored a stealth critical hit. The server would get it instead.
- Fixed CheckTime requirement not alway working.
- Fixed issue with facial variations not loading in multiplayer for players.
- Fixed issue where AI would sometimes not unsheath their weapons and would attack in the weapon pose but with the weapon sheathed.
- Fixed regression where monsters would sometimes get in a state where they would continously break off from attacks.
- Fixed issue where you would not get a level up message after the first one if you did not levelup right away.
- Fixed issue where loading from a save game would cause entities that are supposed to be inactive to be shown.
- Editor: Fixed issue where editor would become unresponsive if an item without a weapon asset bundle was assigned to a tool action.
- Editor: Fixed issues when selecting none or closing the chooser dialog when choosing an entity for the specific entity property on CheckVariable would cause the editor to become unresponsive.
- Editor: Fixed a bunch of issues related to creating bridges.
- Editor: Fixed camera not being able to go below y = 0 in dungeons.
- Editor: Fixed display of triangle count when using the editor selection debug mode to get information on a selected object. It was showing the vertexCount instead.
Changes
- Upgraded Unity to 2017.4.40. This fixed some issues where the game would sometimes lock up when loading objects.
- Added animations for weapons so that if there is a successful hit it plays a short animation so that their is some feedback when an attack connects.
- Reworked melee attacking so that the player can move around while attacking. Power attacking is still just forward.
- Added editor autosave on play option to settings. It defaults to on but this allows you to turn it off.
- Now layering icons on top of the unexplored areas in the map screen instead of below.
- Added reported bounty to reputation screen for each faction.
- Target health/stamina/name now displays above the target instead of at the top of the screen.
- Editor: Added variables to quests.
- Editor: Added ability in brain to process the schedule again. The GotoAction now has a Schedule option that will take you back to the schedule and determine a new state. Also added the ability to connect the true or false connectors for state events to link back to the schedule for another way to process the schedule again.
- Editor: Exposed the map unexplored alpha in level settings.
- Editor: quests now have a brain (State machine) that is run when a quest is active. This is more flexible and powerful than using a procedure to control a quests.
- Editor: For brains there is now a checkbox on nodes to specify which one to use as the starting state