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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 ]
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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