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2025.2.26 v0.8.31 Theme Version "Friction"
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[ 2025-02-26 09:22:39 CET ] [ Original post ]
Foreword:
This update primarily introduces the new multiplayer battle scene "Deep Seek", along with multiple experience and combat optimizations. The female protagonist receives her first costume "The Classmate Whose Name I Forgot".
Updates:
New Scene - DeepSeek(Cave)
- A completely randomized cave layout upon each entry
- Low visibility with luminous mushrooms and moss as landmarks
- Features ceiling-glowing cyan fireflies (fungus gnats)
- Fully randomized respawn positions in battle mode
- Single-plane design without vertical layering
- Currently available only in battle mode
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Further Polished Combat Experience
- Completely revamped hit feedback with three friction tiers reflecting weapon sharpness
- Positive/negative adjustments when hitting different enemy types/body parts
- Friction increases by one level when:
- Striking fully armored enemies
- Hitting helmeted heads (stackable, capped at max level)
- Friction decreases by one level when hitting elemental enemies (capped at min level)
- Weapon friction defaults:
- Swords: "Sharp"
- Most weapons: "Normal"
- Few weapons: "Rough"
- Optimized Vertue's lightning hit effect: Now uses whichever is longer between current stiffness duration and 0.1666s overlay, preventing stiffness reset issues
- Removed 0.5s weapon-built damage reset: Attack results now remain consistent throughout animation, preventing double damage on same target
- Directional correction during locked attacks now only occurs in first 25% of animation, enhancing responsiveness and challenge
- Enhanced Zweihnder type mechanics:
- Combo attacks always deal 150% damage
- Max stamina consumption capped at 50%
- Always executable with remaining stamina (exhausts stamina if insufficient)
- Improved Zweihnder type weapon input window recognition for smoother execution
- Optimized stamina-insufficient input buffering :
- Previously: Immediate input cancellation
- Now: Retains input buffer for short stamina recovery periods
- Fixed occasional missing damage check in blunt weapon combos
- Fixed off-hand weapon damage check loss
- Fixed occasional missing hit reaction on UE-type enemies
New Costume
- Pisicen's new outfit: "The Classmate Whose Name I Forgot"
- Available in all modes (select gray variant)
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Smoother UI Experience
- Added transition effects for multiplayer spawn/revive
- Fixed character tumbling when resetting positions in local co-op
- Compacted multiplayer map selection buttons for better list visibility
Other Improvements & Fixes
- Fixed player character IK in multiplayer
- Optimized mirror reflection performance in cinema scene
- Fixed black borders in cinema scene reflections
Afterword:
Major version development is entering final stages, bringing new chapters and gameplay experiences soon. Stay tuned!
[ 2025-02-26 09:22:39 CET ] [ Original post ]
2024.12.24 v0.8.30 Theme Update Doppio
[ 2024-12-24 11:40:10 CET ] [ Original post ]
Intro:
This version focuses on introducing a local two-player competitive mode, while also addressing and optimizing multiple performance and functional issues.
Updates:
Doppio
- Added a local multiplayer competitive mode, Doppio Double Fight, in free mode.
- Use saved characters from free mode, default to the same character, and 2P can select other characters by entering the serial number.
- Player characters reset (re-equip initial weapons) and swap initial locations every 100s or after one player falls.
- Use a fixed orientation camera, aiming mode is not available.
- Characters will be marked with colors and characters at the top, indicating approximate health.
- Locking logic has been specifically optimized.
- Different operation modes such as keyboard + mouse (2P), keyboard + gamepad, gamepad + gamepad are available.
- When the 2P uses the No.1 gamepad option is checked in settings, one gamepad can be used for local two-player play.
- 2P keyboard controls are as follows:
- Right Shift: Lock
- Right Ctrl: Dodge
- Arrow Keys: Movement
- Numpad 0: Sprint
- Numpad 1: Attack
- Numpad 2: Kick
- Numpad 3: Heavy Attack
- Numpad 4: Interact/Pick up
- Numpad 5: Skill
- Numpad 7: Previous Weapon
- Numpad 8: Next Weapon
- Numpad 9: Info Panel
- Currently, the 2P gamepad control settings are synchronized with 1P.
Critical Fixes and Optimizations:
- Fixed numerous memory issues, further improving program stability and performance.
- Fixed the issue of character movement stutter during locking or other low frame rate conditions.
- Optimized character control and turning movement, now more flexible and accurate.
- Fixed synchronization of direction correction during aiming and locking in multiplayer mode.
- Optimized the animation and position synchronization effects of characters in multiplayer mode, making it smoother.
- Optimized visual effects for kicking and battle roar.
- Fixed multiple issues that could cause connection failures in multiplayer mode.
- Fixed the issue where polluted sound effects would not stop after a character was defeated.
- Fixed the issue where character shadows would not display in the quality mode in the cinema scene.
- Fixed foot misalignment issues in some heavy attack animations.
Conclusion:
The current local two-player competitive mode is just an appetizer, with more scenarios and gameplay to be introduced based on it in the future. Stay tuned! Merry Christmas!
2025.1.7 Emergency Fixes
- Fixed the issue with character indicators in two-player mode in Endless Nightmare.
- Fixed the crash caused by UE Templar when leaving slippery surfaces.
- Optimized the turning, walking, and other animation effects of UE Templar, adding posture tilting during movement.
- Added screen shake effects to some actions of certain weapons.
- Fixed an issue with the hand during the normal attack of dual-handed swings.
- Fixed the damage bonus of the corrosion abnormal effect on UE.
[ 2024-12-24 11:40:10 CET ] [ Original post ]
2024.10.23v0.8.29ThemeUpdate:"Danger"
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state("Eruption") { int LevelSelected : "GameAssembly.dll", 0x01EC7F50, 0xB8, 0x0, 0x130; int GreenHP : "UnityPlayer.dll", 0x01BC38D8, 0x258, 0x10, 0x100, 0x28, 0x21C; int CCBossHP :"GameAssembly.dll", 0x01EB19B8, 0xB8, 0x0, 0x38, 0x10, 0x20, 0x21C; int UEBossHP :"GameAssembly.dll", 0x01E9FD98, 0xB8, 0x0, 0x230, 0x0; int PlayerHP :"GameAssembly.dll", 0x01EDE6B0, 0xB8, 0x20, 0xE8, 0x21C; } split { bool shark2 = current.UEBossHP <= 0 && old.UEBossHP > 0 && current.LevelSelected == 14; bool t2 = current.UEBossHP <= 0 && old.UEBossHP > 0 && current.LevelSelected == 18; bool CCBoss = current.CCBossHP <= 0 && old.CCBossHP > 0; return (CCBoss || shark2 || t2) && current.PlayerHP > 0; } start { return current.LevelSelected == 0 && current.GreenHP == 1000; }
[ 2024-10-24 10:32:55 CET ] [ Original post ]
Intro:
Thisupdatemainlyintroducesthe"DangerZones,"wherelingeringwillaccumulate ailmenteffects.Additionally,the"Sacrifice"skill,newweapons,itemdropsoundeffects,andnumerousfixesandoptimizationshavebeenadded.
Updates:
DangerZones
- DangerZoneswillconsistentlyaccumulatecorrespondingailmentvaluesforplayersorNPCswithinthem,withafixedcycleof0.5seconds.
- Forexample,areaswithelectricshockrisksaccumulateatarateof20/s(10percycle),andburningareasat10/s(5percycle).
- Theaccumulationintheseareasisindependentofthecharacter'striggeredstate,meaningitwillcontinueduringcombustion,freeze,shock,erosion,bleeding,andpollutiondurations.
- Thereareelectrifiedareasonthefirstandthirdfloorsofthecinema.
- Thescorchinggroundinthesquarenotonlycausesdirectdamagebutalsoaccumulatescombustion ailment.
NewSkill"Sacrifice"
- TheSacrificeskillreplacestheoriginalskillWarCryforlegendaryweapons(Vertue,Roi,Tianya,andLuori).
- SacrificehasaslightlyshortertotaldurationcomparedtoWarCry(2s->1.667s)andtriggersslightlylater.
- Sacrificedoesnotgrantweaponsaone-timeknockdownattackenhancementbutonlytriggerstheirhiddenelemental attributesorspecialabilities.
- Sacrificewillalsoaccumulate50pointsofbleedingailmentfortheuseruponactivation,whichcandirectlytriggerbleeding.
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NewWeapon"Caution Board"
- TheCaution Boardisahandle-typeweaponthatdealsbluntdamage.
- Ithasnobattleskills.
- Thereareelectrifiedareasinthemuseumwhereonecanbefound.
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VariousImportantFixesandOptimizations
- Addedsoundeffectsforobjectshittingtheground.
- Fixedtheissuewherethecamerapositionwasabnormalafteraretry.
- ImprovedthesoundqualityofWarCryandaddedradialblurvisualeffects.
- Fixedabnormalcharacterbehaviorwhenstaminaisexhaustedduringsprinting.Now,itwillautomaticallystopsprintinguntilrepressed.
- Fixedconsistencyintransitionanimationswhenswitchingweapons.
- Reducedthedurationoffreezeanderosionailmentsfrom10sand30sto5sand20s.
- Optimizedtheinfluencecurveofagilityattributesonskillandsittingpickupactions.Now,thefirst10pointsover10increasespeedby2%perpoint,thesecond10pointsincreaseby1%perpoint,andthereafterby0.5%perpoint.
- Thekickingactionnowonlygeneratesradialblureffectswhensuccessfullycompletinga"counter"(kickingwhiletheenemyispreparingtoattack).
- FixedthebossSoul'sbehaviors.
- AddedpatrolbehaviortotheUESharkmanBossandsignificantlyreduceditshearing.
- UEenemiesnowonlyharmplayers,ignoringotherNPCs.
- Significantlyoptimizedtheperformanceofthetheaterandsquare,withnotableeffectsonbudget-specs.
- Significantlyoptimizedtheefficiencyofvariouspost-processingeffects.
- SignificantlyoptimizedVertuescockatricelightningperformance,reducingstutter.
- Chromaticaberrationeffectscannowbeturnedoffinthesettings.
- Fixeddisplayissueswiththepollutioneffectswarm.
- Optimizedthepollutionmessagepromptpattern.Now,itonlypromptsonceuponenteringthestateanddoesnotpromptagainuponreaccumulating.
- OptimizedthelengthofWarCryandwaterstainsmessages.
- FixedthePiscen character'sslowthrowingaction.
- Re-enabledcharacterrenderingforfloorreflectionsonthefirstfloorofthecinema.
- OptimizedNPCbehavior,reducingthefrequencyofusingdodge.
- OptimizedNPCwalkinganimationduringpacing.
- OptimizedtheUE-typeNPCwalkingandrunningtransitions.
- Fixedshadowissuesonthemuseumcurtains.
- Fixedissueswheresmallweaponobjectsdisappearafterlanding.
- FixedissueswherewallflowerNPCsdonethe first attack to the neutral NPCs,resultinginneutralNPCsbeingunabletoact.
- OptimizedFPSstatisticsmethod,nowmoreaccuratelycapturingframedropsorv-syncenableddrops.
- OptimizedtheeffectoftheTemplarsreflectiveprobeonthecinemascene.
Conclusion:
Thenextversionwillseesignificantupgradesincombatexperience,sostaytuned!
ASLversion0.8.29
state("Eruption") { int LevelSelected : "GameAssembly.dll", 0x01EC7F50, 0xB8, 0x0, 0x130; int GreenHP : "UnityPlayer.dll", 0x01BC38D8, 0x258, 0x10, 0x100, 0x28, 0x21C; int CCBossHP :"GameAssembly.dll", 0x01EB19B8, 0xB8, 0x0, 0x38, 0x10, 0x20, 0x21C; int UEBossHP :"GameAssembly.dll", 0x01E9FD98, 0xB8, 0x0, 0x230, 0x0; int PlayerHP :"GameAssembly.dll", 0x01EDE6B0, 0xB8, 0x20, 0xE8, 0x21C; } split { bool shark2 = current.UEBossHP <= 0 && old.UEBossHP > 0 && current.LevelSelected == 14; bool t2 = current.UEBossHP <= 0 && old.UEBossHP > 0 && current.LevelSelected == 18; bool CCBoss = current.CCBossHP <= 0 && old.CCBossHP > 0; return (CCBoss || shark2 || t2) && current.PlayerHP > 0; } start { return current.LevelSelected == 0 && current.GreenHP == 1000; }
[ 2024-10-24 10:32:55 CET ] [ Original post ]
2024.9.12 v0.8.28 Theme Update: Blood on Fire
state("Eruption") { int LevelSelected : "GameAssembly.dll", 0x01F40128, 0xB8, 0x0, 0x130; int GreenHP : "UnityPlayer.dll", 0x01BC38D8, 0x258, 0x10, 0x100, 0x28, 0x214; int CCBossHP :"GameAssembly.dll", 0x01F293A8, 0xB8, 0x0, 0x38, 0x10, 0x20, 0x214; int Shark2HP :"GameAssembly.dll", 0x01F17B38, 0xB8, 0x0, 0x210, 0x0; int Templar2HP : "GameAssembly.dll", 0x01F17B38, 0xB8, 0x0, 0x210, 0x0; int PlayerHP :"GameAssembly.dll", 0x01F2B5A0, 0xB8, 0x20, 0xE8, 0x214; } split { bool shark2 = current.Shark2HP <= 0 && old.Shark2HP > 0 && current.LevelSelected == 14; bool t2 = current.Templar2HP <= 0 && old.Templar2HP > 0; bool CCBoss = current.CCBossHP <= 0 && old.CCBossHP > 0; return (CCBoss || shark2 || t2) && current.PlayerHP > 0; } start { return current.LevelSelected == 0 && current.GreenHP == 1000; }
[ 2024-09-12 13:28:18 CET ] [ Original post ]
Intro:
This version introduces two new ailment statuses, Bleeding and Pollution, revamps visual effects like flames, and makes several core experience adjustments. This opens up new directions for continuous development and takes a significant step towards providing a complete and unified game context.
Updates
Bleeding/Pollution: New Ailment Statuses
- Added two new Ailment statuses: Bleeding and Pollution:
- Bleeding:When the gauge is full, it instantly deals 15% of maximum health + 150 fixed damage.
- Pollution:When the gauge is full, it enters a polluted state without clearing the gauge. During this period, it deals 5 fixed damage every 0.5 seconds. The polluted state only ends when the gauge is cleared. Additional pollution attacks will accumulate normally, extending the duration (but not exceeding the resistance cap).
- These statuses do not directly cause damage when attached to attacks, so they wont show in attack damage floating numbers.
- The attribute values will be marked on the character information panel.
- Both statuses on weapons do not require a battle cry to activate and are always effective.
- The accumulation ratio for both statuses is always 100%.
- Currently, humanoid enemies and players have a fixed resistance of 100 to both statuses, while some UE-type enemies have special weaknesses.
- Weapons causing bleeding currently include:
- Fire Axe, Templars Sword, Horizon, Sharkmans Knife, Kitchen Knife, Fork
- Weapons causing pollution currently include:
- Some attacks from Sharkman, Scepter
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Blood and Fire
- Overhauled the visual effects related to flames, including fire-element attacks, burning ailment status, and death in a burning state(in to ash).
- Created new life drain visual effects, no longer using message hints.
- Added two new achievements, requiring defeating 10 burning enemies and draining 5000 life points, respectively. These achievements can unlock Tianya(Horizon) and Luori(Sunset) in free/multiplayer mode.
Continuous Acceleration!
- Optimized a series of basic game parameters and reinterpreted concepts to provide a smoother, faster game interaction experience.
- Increased the basic stamina recovery speed from 25/s to 40/s, allowing quick recovery from breathlessness to intense combat.
- Dodge invincibility now starts from the correct command recognition, covering up to 0.05s of waiting for direction input, reducing inconsistency in feel.
- Sitting and the Flame perfume effect now accelerate ailment gauge decline.
- Sprint acceleration in lock-on state now activates directly when lock-on ends, without needing to press again.
- Long-pressing lock-on now temporarily enters lock-on state, releasing it directly cancels it.
- Optimized the display of elemental damage numbers, making colors brighter and more readable.
- Defined true damage with purple color.
- Redesigned the Cockatrice effect, now causing fixed true + electric element damage on contact, with interruption and slight knockback. This damage accumulates 100% electric ailment gauge. This change reduces long interruptions and prevents NPCs from infinitely suppressing players.
- Implemented smooth transitions for hand movements when switching, discarding, or changing weapon actions.
- NPCs like Templars, Sharkmen, and Naked Men, who switch actions, can now be observed to identify their action patterns.
- UE-type enemies can now cause elemental damage/ailment statuses.
- Added a non-retaliating UE Templar in Deruption mode to evaluate ideal damage efficiency.
Fixes
- Fixed the issue of UE Templars waist hit missing.
- Fixed the issue of some attacks failing to acquire accurate direction.
- Optimized the timing of single-handed heavy attack damage.
- Fixed the walking animation issue of Templars at slow speeds.
- Fixed the uneven distribution of UE Templars ectoplasm.
- Fixed the issue of UE Sharkmens bodies not displaying elemental damage visual effects correctly.
- Optimized VFX performance.
Conclusion
Future versions will continue to polish and revamp existing features, and new enemies and audiovisual experiences will be introduced soon. Stay tuned!
PS
I have written an ASL script for Live Split for this version (v0.8.28). It can automatically start the timer at the beginning of the first level and automatically split each time a Boss is defeated. This corresponds to the 7 Bosses with health bars in the game. The content is as follows, feel free to download!
state("Eruption") { int LevelSelected : "GameAssembly.dll", 0x01F40128, 0xB8, 0x0, 0x130; int GreenHP : "UnityPlayer.dll", 0x01BC38D8, 0x258, 0x10, 0x100, 0x28, 0x214; int CCBossHP :"GameAssembly.dll", 0x01F293A8, 0xB8, 0x0, 0x38, 0x10, 0x20, 0x214; int Shark2HP :"GameAssembly.dll", 0x01F17B38, 0xB8, 0x0, 0x210, 0x0; int Templar2HP : "GameAssembly.dll", 0x01F17B38, 0xB8, 0x0, 0x210, 0x0; int PlayerHP :"GameAssembly.dll", 0x01F2B5A0, 0xB8, 0x20, 0xE8, 0x214; } split { bool shark2 = current.Shark2HP <= 0 && old.Shark2HP > 0 && current.LevelSelected == 14; bool t2 = current.Templar2HP <= 0 && old.Templar2HP > 0; bool CCBoss = current.CCBossHP <= 0 && old.CCBossHP > 0; return (CCBoss || shark2 || t2) && current.PlayerHP > 0; } start { return current.LevelSelected == 0 && current.GreenHP == 1000; }
[ 2024-09-12 13:28:18 CET ] [ Original post ]
2024.8.9 v0.8.27 Theme Update Doppelgnger
[ 2024-08-09 12:39:40 CET ] [ Original post ]
Intro:
A doppelgnger is a psychological phenomenon where a person sees themselves in real life. Psychologists explain it as a psychological illusionself-gazing phenomenon. Another perspective suggests that a doppelgnger is an invisible self hidden within everyones mind. This version uses this concept to emphasize the addition of a mode where players can play as the female protagonist, Pisicen. Additionally, this update brings significant improvements to combat experience and visual effects.
Updates:
Doppelgnger
- Introduced Pisitsyn mode.
- Avatar screenshots
- When players create a character in multiplayer or custom mode without any initial stat allocation, the character will transform into the female protagonist Pisitsyn, with unique idle and walking animations.
- Due to spatial accuracy characteristics, the smaller stature of the female protagonist compared to the default character will provide a distinctly different experience.
- Currently, the characters outfit is still in production, temporarily replaced with a swimsuit of the corresponding color.
- The save slot for Pisitsyn in free mode will be marked with a black and white striped icon.
- Using an unenhanced Pisitsyn character (with all attributes at only 10 points) in self-use mode to clear Past as New will unlock a hidden achievement.
- Pisitsyn currently has no voice acting, apologies for the inconvenience.
- More hairstyles and outfits for the character will be added in the future, stay tuned!
Clouds After Dragon, Wind After Tiger
- A new interpretation of the legendary weapons Vertue and Roi, with new interactive visual effects.
- When Vertue is activated by a battle cry, the sword will have golden arcs and conduct with the surrounding environment.
- When Roiis activated by a battle cry, an invisible giant blade will form around the blade, emitting strong airflow and accompanied by a howling sound.
- Vertues base attack power has been reduced from 200 to 140.
- Rois activation effect now not only increases ice attribute damage but also expands the hitbox and prevents weapon deflection.
Improved Combat Experience
- Fixed an issue where follow-up inputs after a kick hit were unresponsive, caused by previous animation acceleration.
- Fixed an issue where UE enemies (such as the second encounter with Templar) had a chance to miss attacks (passing through players or NPCs).
- Fixed several chaotic behavior of NPCs.
- Optimized NPC behavior strategies for using heavy and sprint attacks.
- Fixed an issue where NPCs would insert a momentary dash action during attack animations, interrupting the attack.
- Fixed an issue where NPCs would switch from heavy to light attacks midway.
- Fixed an issue where NPCs would make sounds without actual actions.
- Fixed an issue where NPCs would always detect players prematurely when retrying levels.
- Optimized enemy arrangement in level 8, rationalizing difficulty settings.
Other QOL Improvements and Feature Expansions
- Added an option to swap the sprint and dodge function keys in keyboard settings, i.e., swapping shift and space functions.
- Increased the number of custom character slots in free mode from 40 to 100.
- Adjusted the duration of abnormal effects: freeze reduced from 20s to 10s, erosion reduced from 40s to 30s.
- Restored the surface coverage effect of ice attribute damage on characters and enhanced the water stain effect to improve visibility on lighter-colored outfits.
- Added achievement items for new weapons in free mode - Jamias-Vu.
- Added support for ultra-wide screen resolutions.
- Added a bicycle helmet.
- Redesigned the Templar Knights aura, now called Ectoplasm.
Fixes:
- Fixed the timing of the damage detection for the heavy attack animation of single-handed thrust weapons(rapier).
- Fixed the color of the blowtorchs flame from orange to blue.
- Fixed an issue where if the first level was not cleared and saved, weapons could not be selected in free mode and multiplayer mode.
P.S
Future updates will similarly optimize the visual effects of the other two legendary weapons. The addition of the selectable female protagonist is a preview of features for upcoming chapters, meaning that in future chapters, players will use the female protagonist instead of the characters from her memories. Stay tuned!
[ 2024-08-09 12:39:40 CET ] [ Original post ]
2024.7.13 v0.8.26 Theme Version Combat
[ 2024-07-13 09:28:59 CET ] [ Original post ]
Intro:
This version significantly enhances the single-player combat experience by enriching NPC behaviors. It also fixes some critical issues in multiplayer mode and increases the fun. A new weapon, the blowtorch, has been introduced.
Updates:
Enhanced NPC Combat Interactions
- NPCs can now use dodge actions and will employ different strategies based on their personalities.
- Some types of NPC bosses will also use dodges, such as: First Encounter Templar, Invisible Man, First Encounter Sharkman, Soul, Naked Man.
- NPCs using weapon with skills of battle cry or altering-actions can now use these skills differently based on their personalities, fully unleashing their combat potential.
- Optimized NPC strategies and performance for countering kicks to cope with the enhanced weapon actions from several versions.
- Players will also benefit from a 12% increase in kick speed.
More Intense and Robust Multiplayer Combat Experience
- Characters in multiplayer mode now have 20 allocatable attribute points.
- Long press to increase or decrease five points at a time.
- You can exchange 10 attribute points for a random hat at the start.
- Fixed the critical issue where other players were invisible until they actively attacked and hit.
- Fixed the synchronization issue of Vertues Cockatrice Lightning in multiplayer mode.
- Optimized the trajectory of the Cockatrice to make it tend to move straight forward in the initial distance, enhancing its combat role and operability.
- Fixed the issue where the lock icon in multiplayer mode could not correctly preview the opponents health.
New Weapon: Blowtorch
- A gas blowtorch with a blue tank.
- Weapon type: Handle, causing blunt damage.
- After a battlecry, it opens and sprays a column of flames, extending the damage range and adding 100% ailment conversion rate of fire damage.
- This weapon is held by a white-clad NPC in the 8th level of single-player mode and is unlocked in multiplayer and free mode after passing that level.
- This weapon has a small Easter egg for you to discover!
Other Experience and Critical Optimizations or Changes
- Moved the health, stamina bars, weapon arsenal, and character information panel slightly towards the center of the screen to reduce visual strain during gameplay.
- Optimized the implementation of the weapon arsenal and message UI, significantly reducing potential stutter on low-end machines (especially CPUs).
- Optimized NPC animations for behaviors like pacing to make them more natural and less distracting.
- Replaced a widely used important underlying plugin, now with better performance and stability.
- Changed the weapon of the white-clad NPC in the 6th level.
- Changed the weapon of the white-clad NPC in the 8th level and added it to the levels objectives.
- Fixed the issue where the LAN multiplayer mode map list defaulted to the bottom, causing the misconception of only having two maps.
- Added a new, subtler flicker effect to enhance the vividness of glowing entities like Vertue.
- Added sound effects to weapons like Vertue and Luori that gain elemental effects upon activation.
Fixes:
- Fixed the misalignment issue of the character info panel in multiplayer mode when the screen is set to non-16:9.
- Fixed the sound effect loss issue caused by mop water stains.
- Fixed potential issues caused by climbing actions in multiplayer mode.
- Fixed performance issues when introducing new weapons and equipment.
- Fixed some weapon unlock settings in levels.
Conclusion:
After this update, the playability of both singleplayer and multiplayer modes has been significantly enhanced, along with the challenge level. The next version will include new outfits and equipment. The dark abyss is getting closer, stay curious, stay hungry!
[ 2024-07-13 09:28:59 CET ] [ Original post ]
2024.6.26 0.8.25a
[ 2024-06-26 14:30:48 CET ] [ Original post ]
Fixes:
- Fixed issues where climbing in certain scenes could lead to clipping through walls.
- Fixed unexpected climbing triggers, such as the fences around escalators.
- Fixed scenes where it seems possible to climb, but actually cannot be climbed, such as the sinks in restrooms.
- Fixed issues where characters would float in mid-air after climbing certain objects.
- Fixed the problem where characters could not step upstairs when walking slowly using the spacebar or the corresponding speed-up button on a controller.
- Fixed the issue that can't quit when the game's over in the Online mode.
- Fixed the issue that no message inform the disconnection of non-host player and can't quit in the Online mode.
- Fixed the tilt back of the character at certain levels' begining moment in Story mode(jamais-vu).
- Fixed the camera height issue when locking on target in Deruption mode.
- Now throw attacks take effect in the Deruption mode,
[ 2024-06-26 14:30:48 CET ] [ Original post ]
2024.6.25Version:0.8.25 Theme Version Up
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[ 2024-06-25 13:19:07 CET ] [ Original post ]
Introduction:
This update mainly introduces a brand-new climbing feature and adds new outfits and hats, along with several key optimizations and fixes.
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Updates:
Added Climbing Feature
- To initiate a climb on platforms ranging from 0.5m to 1m in height, press the directional key or push the left joystick along the characters forward, and simultaneously press Shift or the corresponding dodge button on the controller.
- Multiple scene objects can be climbed, such as tables in the cinema, seats in the Hall, sofas in the museum, and the benches and flower beds in the square.
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New Hats and Outfits
- Reintroducing the green Hawaiian-style shirt set from a previous version.
- Gold necklace, silver watch, sky-blue running shoes.
- The bound weapon is a metal flute.
- The metal flutes combat skill allows switching between striking and poking actions, always causing crushing damage.
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New outfit: a white coat, replacing the old white T-shirt.
- Paired with dark blue jeans and a black inner layer, as well as white handmade leather shoes.
- New hat: a white wig.
- No cushion effect, but provides a certain level of damage reduction and comprehensive character attribute bonuses.
- Increased resistance to frozen ailment.
- Significantly reduced resistance to combustion and erosion ailments.
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Key Fixes and Optimizations
- Fixed Steam multiplayer online connectivity.
- Fixed a crash caused by UE enemies dying from sustained damage.
- UE enemies can now also suffer from continuous damage from scorching terrain.
- UE enemies burning and scorching damage is now synchronized and settled every 0.5 seconds.
- Fixed the forced exit function when the host leaves or disconnects during Steam multiplayer online sessions.
- Added explanations for new features in the pause screens button guide, including the character information panel, weapon switching, and climbing.
- Fixed an issue where characters would perform an unnecessary small action after completing a pickup in custom or multiplayer modes.
Fixes:
- Fixed the grey background of the ESC interface in multiplayer mode.
- Fixed a crash caused by the flute dropping in multiplayer mode.
- Fixed a camera issue on the 5th floor of the cinema.
Conclusion:
Weapons ,outfits along with expand interactive features will be continually added. Stay tuned!
[ 2024-06-25 13:19:07 CET ] [ Original post ]
2024.6.7 Special Update: Free Trial Time-Limited Open!
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[ 2024-06-07 12:00:48 CET ] [ Original post ]
Foreword:
As we approach the third anniversary of the games EA release, a free trial will be re-launched shortly for a duration of one week. This version has added some content and has undergone some minor fixes and adjustments.
Cuban Collar with a Cuban Chain and a Flute:
- The green T-shirt has been replaced with a bold Hawaiian-style Cuban collar shirt, paired with striking blue running shoes and a watch, as well as an exceptionally thick gold Cuban chain.
- Introducing the metal flute as a new weapon for the green-clothed target in the first level, and also as the initial weapon for the player in the second level, serving a dual hint: the game includes different attack actions, and weapons can be taken.
- Metal Flute:Unlocked in free and multiplayer modes after passing the first level of the story mode. Combat skill allows switching between striking or stabbing attack actions, always causing crushing damage.
Fixes:
- Fixed the fire axes overly large damage range, which now matches the visual range. Fixed the dynamic blurry effect of the fire axe.
- Fixed issues where the camera could get stuck in certain scenes.
- Fixed an error where the kick command would be retained when the characters hit stun was short, causing forced action immediately after ending.
- Fixed an error where the character would suddenly disappear when passing the last level in story mode (which is the fifth level for the Demo).
P.S:
The next update will also be coming soon! Stay tuned!
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[ 2024-06-07 12:00:48 CET ] [ Original post ]
2024.2.27 Emergency Update V0.8.21a
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[ 2024-05-29 17:11:53 CET ] [ Original post ]
2024.2.27 Emergency Update V0.8.21a
This update addresses several issues and includes minor improvements:
- Optimized basic attack animations for mace-type weapons, enhancing their visual impact and speed.
- Revamped the special animation effects for damage number and icon during skull-crush.
- Fixed the issue where the Templar boss couldnt change attack animations.
- Reverted the weapon type for the mug back to one-handed (falchion).
- Resolved the issue where weapon switching animations couldnt change damage types, such as the Templar slashing and thrusting action sets.
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[ 2024-05-29 17:11:53 CET ] [ Original post ]
2024.5.28 v0.8.24 Theme Version Killers
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[ 2024-05-29 08:50:59 CET ] [ Original post ]
Intro
This version introduces new weapons, outfits, and enemies, with the core focus being a disruptive combat experience.
Updates
New Weapons
- Fire Axe: A powerful weapon available in all scenes. Players need to break cabinets to obtain it. The combat actions include switching between chopping and pounding.
- Kitchen Knife: A common kitchen knife often seen in horror movies wielded by killers. The combat action set is stabbing.
- Added selectable weapons for custom and multiplayer modes. These weapons need to be unlocked in specific levels:
- Scepter: Unlocked after defeating the Templar for the first time in Level 5.
- Kitchen Knife: Unlocked after defeating the Sharkman for the first time in Level 13.
- Trident: Unlocked after defeating the Naked Man in Level 20.
Killers: New Enemies and Intense Combat
The Killer:
- Hidden in corners throughout the entire story. Wearing a yellow raincoat and wielding a fire axe.He also wears a red cap.
- In odd-numbered levels, the Killer uses chopping attacks; in even-numbered levels, he uses mace style attacks.
- Since the Killer appears in every level and is always hostile to players, it significantly alters the combat experience.
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Sharkman Overhaul:
- First appearance in the Projection Hall, wearing a blue mascot suit and a mask.
- Second appearance in the restroom, without the mask, revealing a deformed face.
- Uses fists and a kitchen knife, with two sets of attack animations.
- Third appearance in the museum, significantly taller, no longer using weapons, agile and aggressive.
Regular NPC enemies now have two additional attributes, mainly seen in powerful enemies (e.g., bosses):
- Subtle: After damaging other NPCs, they wont provoke hostility.
- Focused: When damaged by other NPCs, they only switch from passive to combat mode initially and wont change targets unless attacked by the player. Once the player attacks, they focus solely on the player.
- These attributes overall increase game difficulty.
UE Enhancements and New Hats
- UE enemies can now wear hats. Skull-Crash adjust damage and stagger time based on the hat they wear.
- Players can remove hats from UE enemies through stealth back-strikes and then loot.
- Enemies drop hats directly upon defeat.
- Added two hat types: red caps and cartoon shark headgear.
- Random enemies in the Endless Nightmare mode, including Ethereal(transparent) entities and spirits, may randomly wear hats (or not, with equal probability).
- Humanoid UE enemies now have a ragdoll system upon defeat.
- Improved feedback for UE enemy hits (outside of stagger animations).
Fixes and Adjustments
- Fixed the issue in Free Mode where the Templar always appeared in the cinema scene.
- Adjusted the low health of the Boxing Templar in Level 11.
- Fixed misalignment issues with seated enemies who would attack proactively.
- Slightly enhanced character shadows.
- Fixed premature hit detection for dual-wielded swing and chop attacks.
- Fixed incomplete scene rendering when respawning or retry level on the first floor after defeat on the upper floors of the cinema scene.
- Fixed the interaction target (outlined object) not displaying correctly in mirrors.
- Replaced the yellow and blue outfits with yellow raincoats and blue mascot suits.
P.S.
Upcoming versions will primarily focus on content expansion, including new weapons and outfits. Stay tuned for the release of brand-new levels!
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[ 2024-05-29 08:50:59 CET ] [ Original post ]
2024.4.22 v0.8.23a Emergency Update
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[ 2024-04-22 04:52:10 CET ] [ Original post ]
Update and Fixes
- Fixed the issue when kick the wall doesnt work.
- Added the screen vibration when the character is kicked.
- Added the screen vibration when the character get Skull Crash.
- Fixed the display of element damage exceeding 100.
- Fixed the error when UE enemies get throw attack.
- Fixed the Templar's reaction when get throw attack.
- Fixed the Crash when player get hit while holding an offhand weapon(e.g AED).
- Fixed the issue that the offhand weapon won't hide when toggling the arsenal.
- Fixed the issue that UE enemies' shocked ailment would unexpectly shorten the hit recovery time.
- Fixed the issue that discard weapon caused the offhand weapon lost in the arsenal.
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[ 2024-04-22 04:52:10 CET ] [ Original post ]
2024.4.16 v0.8.23 Theme Version Universal
[ 2024-04-16 06:37:20 CET ] [ Original post ]
Intro:
This version primarily introduces a new character control system, the Universal Enemy Manager (UEM for short). This system can easily expand NPC enemies from humanoid to canine, arthropod, and other forms, while also implementing more diverse combat behaviors.
Updates:
Universal Enemy Manager (UEM)
- An enhanced version of the Templar has been created using UEM, replacing the Boss of Level 19.
- The new Templar will use multi-directional evasion.
- He is not affected by scorching ground damage.
- He is not affected by the lightning attack of Vertues Cockatrice.
- He can follow the player at a speed similar to the player and launch a strike.
- He has multiple combo attacks.
- He is still affected by Ailment effects.
- Sprint attacks, skull-crashing, back-strike, and counter-attacks can be performed on him.
- His helmet and sword will not fall off.
- The shield on his back is not just for show.
- You can still sneak up on him to launch a back-strike.
- The UE version of the Templar has been added to the enemy pool of Endless Nightmare.
- The wolf of Level 20 also uses UEM. There are now two, and they can be defeated.
Reconstructed Damage Scale
- Overall, life and damage have been increased by 10 times.
- The main purpose is to retain the micro-differences of various damage enhancement.
- Overall, the feeling is consistent with before, and the vitality attribute of the character increases the life value proportionally.
- The damage resistance effect of character attributes has been weakened. In the past, every two points of attribute offset one point of corresponding type of damage, equivalent to the current 5, now it is every point of attribute offset 2 points of damage.
- Some attack damage increase coefficients have been weakened, and the damage increase coefficients of backstabbing, counterattack, and sprint attack have been reduced from 2 to 1.5.
- Elemental damage now roughly follows the default 0.5 Ailment accumulation conversion rate, and weapons with high elemental affinity can achieve up to 100% Ailment conversion, such as the hidden ice attribute damage of the fire extinguisher.
New Clothes and Enhancements to Existing Clothes
- The red T-shirt has been replaced with a red hoodie.
- There are more visual details.
- Dynamic effects have been added to the hem of the suit.
Fixes
- Fixed the issue where active skills could not be used in multiplayer mode and free mode Endless Nightmare.
- Fixed the issue where throwing and aiming perspective switching was abrupt in multiplayer mode and free mode Endless Nightmare.
- Fixed the issue where the second stage of the normal attack of the handle type weapon was floating off the ground.
- Fixed the issue where the damage number display was chaotic when physical damage exceeded 100.
- Fixed the occasional issue of life display error when locked target.
- Fixed the occasional issue where the attack would still briefly make an attack posture after being interrupted.
- Fixed the chaos of the sparks rubbed out by the weapon and environmental collision.
- Fixed the issue where the sound effect was lost when the hat was knocked off and the triggered the skull crash in that attack.
- Weapons and equipment that cannot be dropped will no longer glow during scanning, such as the sword of the Templar.
- The Templar of Level 5 will no longer emit flames to distinguish it from the true Templar of Level 19.
P.S:
In the upcoming versions, renovations and improvements will be made to the remaining Bosses. We will continue to add/upgrade clothes and weapons. Stay tuned!
[ 2024-04-16 06:37:20 CET ] [ Original post ]
2024.3.22 v0.8.22 Theme Version "Incendie"
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Handle-type weapons are generally heavier or larger objects that are swung by lifting and holding the horizontal handle, such as fire extinguishers.
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[ 2024-03-22 07:48:47 CET ] [ Original post ]
Intro:
This is a major update, with improvements and expansions in camera, character control, combat, visual effects, etc., which will bring a new experience like a prairie fire.
Update:
New aiming perspective and optimized throwing system
- Introduced over-the-shoulder aiming perspective, while abandoning the "classic camera" (no longer providing related options in the settings)
- Using Z or Left Stick Pressing to toggle.
- In the aiming perspective, the character's movement mode is the same as when locking the target, and can perform all-direction translation while keeping the gaze direction. (Cannot run)
- Moving the mouse horizontally or pushing the right joystick X-axis, the character can turn 360 freely.
- Moving the mouse vertically or pushing the right joystick Y-axis, the character can look up and down to a limited extent.
- This mode can be used to manually correct the height of the attack.
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- The character can only enter the aiming perspective when it can move freely, but there is no restriction on cancellation.
- When leaving the aiming perspective, the camera will be reset to the rear of the character.
- When using throwable weapons, a dot indicator of the expected landing point will appear in the perspective.
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- When the landing point is on the enemy, the color will change from white to red.
- The basic throwing action of the weapon has been accelerated to 135% of the original, and the after-swing time has been shortened.
- After the weapon is thrown out, an arrow trajectory indicator of the same color as the landing point indicator will appear for a short period of time.
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- This aiming indication only works when the target is not locked.
- When not in the aiming perspective, the effect of throwing is roughly the same as the old version.
- Now the thrown weapon hits when the contact point is the head, and the "skull cracking" process will also occur.
New weapon type: handle and new weapon
"Don't damage public property! Don't play with fire facilities!"
Handle-type weapons are generally heavier or larger objects that are swung by lifting and holding the horizontal handle, such as fire extinguishers.
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Fire extinguisher:
- Handle-type weapons are configured in most scenes. The battle skill is roar, which can stimulate the hidden ice attribute, has a very high abnormal rate, but will be damaged after hitting, and switch to unarmed attack state. The original fire extinguishers in the scene have become interactive states, and two more have been added in the museum scene.
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Trident:
- Kitchen knife type weapon, appears in specific levels. The battle skill is throwing. It has water attribute damage and a higher abnormal rate.
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Enhanced AI function
- Now NPC enemies can launch sprints and sprint attacks.
- Sprint attacks will knock down the target, but at the same time the action flaws are bigger! It will also consume more energy.
- NPCs greatly expand their alert range for a period of time after receiving any damage, to prevent players from continuously throwing sneak attacks from a distance.
- NPCs will no longer lose their targets and turn around in some special source damage scenarios.
- The field of view of the NPC has been expanded from 60 to 120.
Fixed character movement stability
- Now players will no longer be bounced when they are in places with abrupt height differences such as steps and escalators.
- At the same time, the attack action on the escalator will no longer be interrupted.
- Various extreme collision bounces caused by enemy attack stepping and squeezing will no longer occur.
More smooth and comfortable comprehensive experience
"Ive given thee courtesy enough"
- Players can now pick up weapons, hats and other interactions when locking targets.
- The effect of roar will be displayed in the upper left corner of the screen in the form of an exclamation mark icon.
- The number of exclamation marks is the number of attacks that can still be sustained.
- Red means that the next attack still has a knockdown enhancement.
- Blue means that the knockdown enhancement has been consumed, but the hidden attribute is still in an excited state.
- The damage of blunt weapons will not be cancelled due to contact with the ground, so some preparatory actions that touch the ground can provide more rich and vivid audio-visual feedback.
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Enhanced visual effects
- Remade the spark effect produced by the collision of metal weapons.
- Extended duration and expanded diffusion range.
- Added physical collision effects with environmental interaction.
- When the weapon attacks the hat equipped on the head, if the hat has a shock absorption function (which can reduce the hard straight time of being hit), it will also produce an effect equivalent to hitting the wall, such as metal weapons producing sparks.
Other fixes and changes
- The collision body of the escalator handrail is thickened, and the passable area becomes slightly narrower.
- The initial position of the fifth level is moved to the opposite direction of the door, so as to fix the camera jamming that may occur when replaying the level.
- When starting the game, the default position of the camera is fixed to the rear of the character.
- Fixed the dynamic background effect of the main menu and the new mode of the past.
- The basic moving speed of the NPC is slightly increased.
- The animation step of the character is slightly optimized.
- Fixed the intersection of the AED box and the wall in the museum scene.
- Fixed the display error of the portrait in the museum scene.
- Optimized the icon of the mace type weapon.
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Conclusion:
Be sure to pay attention to fire safety in life, know the location of fire facilities, but do not play with it. Please do not play and make trouble on stairs and escalators. Taste the game, enjoy life, life is priceless!
[ 2024-03-22 07:48:47 CET ] [ Original post ]
2024.2.25 v0.8.21 Theme version Update "piphanie"
Hats
Bright orange roadblock hats commonly seen by the roadside.
Included as a bonus in a king cake, it appears shiny but is actually made of paper.
Specific Level Additions
[ 2024-02-25 11:12:10 CET ] [ Original post ]
2024.2.25 Version 0.8.21 piphanie
Introduction:
This version primarily introduces the new weapon type called the Mace, reclassifies some existing weapons, and adds new weapons and equipment (hats).
New Weapon Type: Mace
- The Mace features entirely new attack animations.
- Basic attacks target enemies heads, resulting in a high skull-crash rate.
- Heavy attacks strike from bottom to top, ideal for engaging low-positioned foes while maintaining a lower stance for safety.
- Sprint attacks have a two-stage damage effect, with excellent range and timing.
New Scepter
- A toy scepter with heavily worn metallic paint, appearing quite dirty.
- It seems to exceed the weight and hardness it should possess.
- The special move is a battle cry, usable indefinitely.
- In the fifth level, players characters now start with the Scepter as their initial weapon. The mop remains available in the corner.
Bottle Mug Mechanical Keyboard Pickaxe Pain Book
New Equipment and Features
Hats
Roadblock Hat
Bright orange roadblock hats commonly seen by the roadside.
Paper Crown
Included as a bonus in a king cake, it appears shiny but is actually made of paper.
Initial hat functionality has been added to certain levels. Some level characters now start equipped with hats. Also functions in Jamais-Vu in the Free Mode.
Specific Level Additions
- Level 2: Pot
- Level 5: Paper Crown
- Level 19: Leo Mask
- Level 20: Roadblock
Fixes and Improvements
- Addressed a bug in the new hit detection mode where weapons would still register hits when deflected.
- Sprint attacks now also use the new hit detection mode, allowing for two-stage damage.
- Weapons of the knuckle type now have independent elbow strike animations for sprint attacks.(May change again in future)
- Fixed camera misalignment on the third floor of the museum.
- Rectified HBAO (Horizon-Based Ambient Occlusion) loss.
- Rectified the missing FXAA in mirror reflections. Obvious when MSAA is disabled.
[ 2024-02-25 11:12:10 CET ] [ Original post ]
2023.12.5 v0.8.20a Emergency Update: New damage type!
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[ 2023-12-05 12:04:56 CET ] [ Original post ]
Update and Fixes
Added a new type of damage. Now physical damage is re-classified into three types, Crush, Slash, and Thrust.
- Most of the weapons of the Rapier and Knife are re-classified into Thrust damage.
- A small number of special forms can also cause Thrust damage, such as mining pick.
- The color of the puncture damage is yellow, inheriting the visual effect of the original sharp weapon.
- The Slash has a new hit visual effect.
- Thrust damage is resistant to agile attributes, that is, an agile attribute of more than 10 points, you can deduct 1 Thrust damage.
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Fixed the visual effects of frozen and erosion ailment.
Fixed some errors that may occur in random generation NPCs.
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[ 2023-12-05 12:04:56 CET ] [ Original post ]
2023.11.30 v0.8.20 Theme update A.E.D
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1. Off-hand weapon, the left hand attack action can also deal damage. It was only an experimental function on the BOSS Soul before. 2. Skinned weapon can fit the character's bone animation better, suitable for the weapons of fine dynamic models(especially with fingers) such as gloves, arm armor, and claws.
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[ 2023-11-30 16:32:48 CET ] [ Original post ]
2023.11.30 v0.8.20 Theme version AED/DAE
Foreword: This version has upgraded the version of the engine, the running efficiency is optimized, and there are some important functional reconstruction. At the same time, the type of weapon has been expanded and a variety of new weapons have been added.
Update:
Eat my punch! Introduced the weapons
Templar Gauntlets:
- Golden gauntlets was decorated with 6 colorful gems on each hand, which was dropped by the non armored Templar in certain level.
- There is both strength and agility bonus.
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AED:
- A first-aid device can be found in every scene, AKA, the defibrillatter. With electrical elemental damage.
- It's not so easy to get it.
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AED's box:
- Nothing really important to say.
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New weapon type Brass Knuckles
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- The normal attack animation is to take turns to punch. The impact and poise of the right -hand attack are slightly stronger.
- The heavy attack movement is right hand crossing punching, and the character maintains the place.
- Sprint attack is currently(temporarily) a jumping attack.
With the introduction of this type of weapon, two new mechanisms have been achieved:
1. Off-hand weapon, the left hand attack action can also deal damage. It was only an experimental function on the BOSS Soul before. 2. Skinned weapon can fit the character's bone animation better, suitable for the weapons of fine dynamic models(especially with fingers) such as gloves, arm armor, and claws.
New enemies joined: Non-armored Templar
- Found in the screening hall, equipped with gauntlets.
- Can loot his helmet and gloves.
- Sitting, but still actively discovering the player and hostile by default.
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Reconstruction attack/damage system
- The attack instruction is now in accordance with intuition, and it will not interrupt the last attack action prematurely, which will cause the damage effect to be lost.
- At the same time, the damage time point of the attack is more accurately in line with visual feedback, and it will stably occur during the specific frame period of the action. It will not be misplaced by random occasions due to the shortened hits.
- The common consequence is a knife-type weapon (e.g. Flash light) UX improvement. It will not look like it contacted the target but actually missed during rapid combos.
- The effect of Battlecry will not be canceled immediately after being hit/kicked/bouncing , but to bear several times according to the Endurance(END) attribute of the character. With each 5 endurance, the character gains one additional time to bear, that is, the character of 10 endurance will lose effect, containing the hidden effect of legendary weapons and the one-time K.O blow after 3 time hit/kick/bouncing.
Further improved UI
- Further reduced the stutter caused by UI changes.
- Several fonts are smaller.
- The Begin button of the story mode is transferred from the bottom to the left.
- The display of random seeds is added to the endless nightmare mode in the free mode, which is convenient for players to relive a dramatic scene.
- A sound effect was added during scanning.
Fixes and other improvements:
- The improvement of the physics system brought by the upgraded engine further reduces the pressure of the CPU.
- Fixed the main chaotic HBAO shadow in the glass mirror.
- Fixed various problems when the backup weapon switch display, such as the bottle is broken but the icon and name wont change.
- Optimized the lighting of the screening hall.
- Fixed the wrong holding pose when the initial weapon is a rapier-type weapon such as fork.
- Fixed the issue that some targets in the nightmare mode was confusing due to the mess weapon data references.
- Fixed the issue that the naked man in the nightmare mode cannot be spawned correctly.
- Fixed some of the disconnecting issues of the multiplayer mode.
- Fixed performance issues caused by redundant pass rendering.
- Fixed the issue that the character leaning to wrong direction when being attacked from the left to the right.
- Fixed the combat experience of the two boss fights, the sharkman and the soul.
- Optimized the performance of dynamic bone animation, such as tie.
- Optimzed the FXAA quality.
- Fixed the issue of animation synchronization in several multiplayer situations.
Conclusion:
Such a long time is spended on making new models and constructing new systems and designing gameplay.The need for preparations is almost close to making a new game. Sorry to kept you waiting for such a long time. There will be more weapons, armors, and enemies to join in the following versions, so stay tuned!
[ 2023-11-30 16:32:48 CET ] [ Original post ]
2023.7.10 v0.8.19 Theme version updated "Awakening"
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[ 2023-07-12 14:06:22 CET ] [ Original post ]
Foreword:
This is a version of both gameplay and performance optimization. Introduced the function of backup weapons, character stats panel, and character enforcement in free mode. Performance optimizes several of the long-term neglected performance hotspots of UI.
Updates:
Introduction of the backup weapon system
- Now players obtain the ability to carry additional reserve weapons based on the Strength attribute of the character.
- The relationship between the carry quantity and strength value is the first 10, the second 15 points, the third 20 points, and so on for each additional weapon. Therefore, in initial state, each character can carry at least one reserve weapon.
- The weapon is displayed in the top left corner of the screen in the form of an icon. The four weapons icons represent its corresponding typical combat method, which are:
- The falchion for the one-handed weapon,
- The zweihander for the two-handed weapon,
- The rapier for the pokingweapon,
- The kitchen knife for stabbing weapon.
- While the icon is tinted in white or red depending that the type of damage is blunt or sharp.
- Switching the reserve weapon can only be done when the character is not attacking and not in hit recovery state, with a minimum interval of 0.5s.
- When carrying more than two weapons, one can switch forward or backward.
- Press the number 1 and 2 for keyboard, and the D-Pad up and down for controller.
- In the melee mode of multiplayer game, the character's defeat will only drop the current handheld weapon, and will not drop the reserve weapon.
- Switching the reserve weapon will cancel the revealtion of hidden effect by the war roar, including the element damage/special effects of the legendary weapon and the next knockout effect.
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The introduction of the character attribute panel
- In the games of various modes, you can toggle the panel by pressing the F1, or the right button of the D-Pad on the controller.
- The panel includes the following information:
- Basic weapon damage + character attribute bonus damage.
- The elemental damage of the weapon, including whether it is hidden.
- Weapon Strength and Agility attribute bonus factor, which are described as SABCDE level.
- Life and maxium.
- Stamina and maxium.
- The Vitality, Endurance, Strength, and Agility attribute value of the character, including the hat bonus.
- The character's maximum ailment resistance to the four elements of fire, ice, electricity, and water.
- The information of the panel is updated in real time, including the moment of equipping and dequipping of the hat and weapon.
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The gameplay of Nightmare and the permanent growth of the character
- The endless nightmare mode will randomly reward the character attribute points after each pass. You can choose one in the three growth directions provided and take effect in the current session of challenge.
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- After the game fails in the endless nightmare, it will reward some permanent free distribution points according to the count of levels passed. When the count is less than 10, each two levels promise one point, and each 1 layer is rewarded at 1 point after more than 10 layers.
- The reward points can only be cosumed in the page of the post game failure. Exit the game or restart the game will discard it.
- The enemy will also get stronger as the level increases by enhancing the total attribute one for one level.
Performance optimization and UI improvement
- Shorten the character's life bar and stamina bar.
- The proportional scale is added to the life bar of BOSS. The width is increased and the gap between the name is reduced.
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- UI uses a new way to render, eliminating the potential stuttering caused by lock targets, the indicating number of damage, changes of the character's life/stamina/ailment gauge bar, and the number of frames per second.
- The number of FPS is now smaller, and only first number of the fraction is displayed.
- The sound effects and VFX of footsteps were changed to object pool management, which greatly improved performance and reduced performance impact.
- Use the object pool to manage the generation of the ground-touching skills, that is, the water splat produced by the mop and the lightning produced by Vertue. The result is the same as above.
- The generation during the battle in the multiplayer modes is more stable and smooth, and there will be no problems such as shaking of position.
- Shorten the duration of the waters splats to balance the power of the mop.
- Temporarily canceled the occasion when the Vertue's lightning spawns on the slippery ground will march straight.
- The lightning effect introduced the new environmental interaction, and sparks will now bounce as contacting with environmental entities.
- The disappearance of lightning is more natural and smooth.
- Optimize the visual effects of the weapon trail and greatly improve performance.
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Other improvements and restorations
- Fixed the issue that the enemy was still locked after being defeated.
- Fixed the issue that the enemy can still be attacked after being defeated.
- Tweaked the slow motion of attacker when the attack contact occurs, so the feeling is enhanced.
- Fix the issue of damage check occasionaly missing with stabbing and poking weapon.
- Increased the speed of the whirlwind of stabbing heavy attacks to enhance the fluidity of controlling.
- Use green to indicate the attribute change when allocating attributes, and red indicates that the available points are exhausted.
- Optimized the management method of character shadows to prepare for more types of enemies in the future.
- Optimized the size of the font file.
- Optimized the process of weapon attack checking.
- Clean up some unused textures.
- Use a new compilation method to improve the overall CPU performance.
- Fixed some initialization performance problems.
- Adding a half refresh rate to vertical synchronization, a high refresh rate laptop with insufficient performance or poor heat dissipation can be more convenient to configure.
- Optimized the sound effects format to reduce CPU loads.
Conclusion:
The new map and gameplay are in continuous development, so stay tuned!
[ 2023-07-12 14:06:22 CET ] [ Original post ]
2023.5.26 v0.8.18 Theme Version Update Hat
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High defense performance, shock absorption, full attribute bonus, elemental resistance will be reduced.
General defense performance, shock absorption, anti-shock bonus.
Basic defense performance, shock absorption, elemental resistance will be reduced.
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[ 2023-05-26 14:49:46 CET ] [ Original post ]
2023.5.26 v0.8.18 Theme Version Update Hat
Foreword: This is a version that has a major expansion for gameplay. This version adds a new element, hat. The first version only provides a few hats. As the version progresses, more types of hats will be introduced.
The new gear part Head-Hat
- The hat is outlined in yellow when ready to be interact in game.
- The hat will provide a certain head protection effect, which will only work when the "Skull Crash" attack occurs.
- Hats with high protection performance will make the head damage lower than the body.
- The resistance to the damage of the hat separates on blunt and sharp.
- Some hats have the effect of "shock absorption", which can reduce the hit recovery time of the Skull Crash hit to the level of the body's attack.
- Some hats have the effect of attribute bonus, and the changes in the health and energy value (and maxium limit) of life and stamina will be settled immediately when wearing and taking off.
- The effect of the character attribute bonus is global, and it does not need to be triggered under the condition of Skull Crash, such as physical damage resistance(by vitality and endurance) and element ailment resistance.
- Some hat will affect the character's ailment resistance. This is also global, and it will also settle immediately when the hat is put on or taken off.
- When the character is defeated, the hat is automatically fell off for pickup.
- Meanwhile, there is a possibility to take the ememysh hat in the battle by the "sneak attack" behind. The hats will fall off along the attack direction.
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- When the current target to interact is not a weapon, double -click the interact key or button to take off the hat. Cant take off the hat when focusing.
The hats added in this version are
Templars Helmet
High defense performance, shock absorption, full attribute bonus, elemental resistance will be reduced.
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Leo's Mask
General defense performance, shock absorption, anti-shock bonus.
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Pot
Basic defense performance, shock absorption, elemental resistance will be reduced.
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Enhanced sneak attack
- In order to improve the success rate of sneak attacks, the trigger mechanism is now changed to check the standing position at the moment of attack starts. If it meets the criteria, that is, standing in the very back of the target, is this attack make it, it will deal a sneak attack. Long time recovery, double damage, and the effect of the hat off.
- When the position conditions are achieved, the sound effect will be played.
- When the sneak attack is successfully completed, there will be a full -screen visual effect.
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Repair and optimization
- Fixed the problem that the rebounce of kicking the wall after kicking the enemy in the back to knock off will make the player fall to the ground.
- Fixed the crash caused by the life drain effect of Tianya.
- The weapon Tianya now has new visual effects to indicate the trigger of the life drain function.
- Fixed the problem of characters motion blur through the wall.
- Fixed the normals of the Templar helmet model.
- Fixed the wrong VFX continuation on the character in the PVP mode after the respawning of defeat with element ailment affecting.
- FIxed the issue of queued picking instruction when focusing, performed but cant reach the selected target which will cause the performer streched.
- Fixed the switching of battle cry didnt take effect completely.
- Fixed the issue that wielding the broken bottle can still activate battle cry and it become mop after hit.
- Fixed the issue that the game view will still rotated when the game is paused by pre-quit menu.
PS:
The game will usher in the second anniversary of EA, and there will be major surprises at that time Stay tuned!
[ 2023-05-26 14:49:46 CET ] [ Original post ]
2023.4.2.26 Fix for NPC's Attack Stride
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[ 2023-04-26 13:13:25 CET ] [ Original post ]
Fix
- Fixed the missing of the stride when NPC is attacking.
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- Fixed the crash when hit the rock in the deruption mode with some weapons.
- Fixed the collision between the shards of the broken rock.
- Fixed the visual issue of the stair fence in the museum scene when HBAO is off.
[ 2023-04-26 13:13:25 CET ] [ Original post ]
Eruption
DBH
Developer
DBH
Publisher
2021-06-10
Release
Game News Posts:
20
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
🕹️ Partial Controller Support
🎮 Full Controller Support
※New Experience you have never got
- storytelling single player
- multi-player no faction distinction
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- custom costume, attributes, and weapon
- concise level-based design
※Unique "Chinese" style
- reality visual style, no kungfu, modern stage not in China
- realistic battle style
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- pick up whatever you find and fight
{STEAM_APP_IMAGE}/extras/combo1.gif - feel the real pain!
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(No real dogs were hurt during the development)
About the single-player extra modeFirst, create your custom Character, you can use it to play these three modes below
1.Jamais-Vu
Replay the story mode levels with a custom character.2.Endless Nightmare
Randoms levels await in this mode, some enemies are franchised in this mode. you can Initialize with a seed to acquire a determined-Random level.3.Deruption
Scenario to test weapons. Eliminate the red poxes!/////////////////////////////////////////////////////////////////////////////////
Control Instructions
WASD to move your Avatar, with SPACE to sprint. Separately press SPACE to Walk
Mouse Left to kick, Mouse Right to attack, Mouse Middle to Heavy Attack
Z to toggle auto camera rotation
Table to Lock on the enemy.SPACE is walk slowly only when locking mode on.
E to interact with objects.
Blue outline means Seat to rest
Red outline means Info to read
White outline means Weapon to pick, available when locking mode on.
F to activate Certain weapons' skills
Alt + F4 or ESC to Quit
XBOX one Controller is Compatible
X -InteractiveY -Attack
B -Kick
A -HevayAttacl
LB -Lock
RB -Sprint/Walk
LS -Skill
RS -Toggle Auto-Camera
MINIMAL SETUP
- Processor: Modern 4 core CPUMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GTX 750 / HD 6770Network: Broadband Internet connection
- Storage: 1 GB available spaceAdditional Notes: Running On Proton
- Processor: Core i / RyzenMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GTX 1050 / RX 460Network: Broadband Internet connection
- Storage: 1 GB available spaceAdditional Notes: Running On Proton
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