Big update! This new version comes with a ton of new improvements and features as well as 2 new levels, 4 new units, new weapons and much more. Hope that you guys like it! :)
2 New levels!
- Barbarian Invasion is now available in “The Games” so you can play and give feedback. Will be automatically unlocked once you complete the Underworld level. This is just the first pass, so please let me know what you think!
- Market! It is not finished yet, but you can already go and buy stuff there. How it works is very simple, whenever you buy something at the market, the stuff will appear in the lobby every time you go there. For now the stuff is just spawned on the floor next to you, but i plan to add the possibility to buy a cell and shelves to store stuff soon.
4 new units:
- Barbarians: Slow moving with long swords and high damage per hit.
- Archers: Lightweight units but deal 20 per hit and have high accuracy.
- Chariots: Will kill everything that stays in their way. Only way to kill them is to kill the archer driving them or to put a weapon between their wheels.
- Gladiators with no shields: They will appear with the following probability: 20% in hard, 30% in normal, and 50% in easy.
Bow improvements:
- Modified aiming system to work more like Quivr (two handed).
- Added trail to flying arrows.
- Added a quiver, no more unlimited ammo! You can attach the quiver to the belt or to your back. If attached to the back be careful to press the trigger high enough or you will detach the quiver instead of grabbing a new arrow.
- Added more sound effects.
- Arrows will now break arrow if they collide against a shield or sword .
- Arrows now will stick to enemies if hit.
- Added a quiver in the lobby.
New archery training mode
With lots of pottery to break! :)- Training modalities in the Training menu are now buttons to make it more user friendly
AI improvements:
- Included anti-wiggling behavior: now enemies will not launch an attack if the player is moving the sword and they will wait instead.
- Tigers will jump back if hit, this makes them harder to kill as they will not wait there to be slaughtered anymore.
- Crowd will boo at you if your head is lower than 4 feet (120cm) for more than 3 seconds, and after 5 seconds they will start throwing stones at you. This will remove the exploit of sitting on the floor to kill enemies.
- Fixed AI getting lost sometimes and not attacking for several seconds
- Improved gladiator attacks to be more accurate
New weapons!
- 5 New Swords and Shields: Added two new swords (Spatha and Gladius 3), and three new shields (Scutum, Cetratus and Parma). These can only be bougth at the market.
- New weapon type: Flail (beta!): Available to buy at the market of course :)
Armor
Helmets now offer protection. When you put on the helmet an additional bar will appear on top of your health bar to show the armor level. I will include body armor and bracelets in the upcoming releases.Gameplay:
- Increased force feedback effect when hitting enemies
- Minotaur acceptance teleport radius reduced to 180 from 240, like a gladiator
- Increased the animation speed of easy so it feels more natural
- Enemies will stay closer to player (fallback distance from 400 to 300).
- No longer possible to teleport inside the lion pit to cheese the arena
- Mace damage reduced from 70 to 30
- Improved main menu look and feel
- Added initial menu in the lobby to make easier the start for new players and show the latest updates
- Added dead bodies disappear time option: fast (default), slow and never. Beware that modifying this option can affect the performance as more bodies will be rendered on the screen, just try it and see what works for you, but with a GTX 970 (min specs) is best to leave it as fast.
- Fixes:
- Fixed Shield orientation of one of the shields in the lobby.
- Fixed food not being removed from the arena floor when the player died
- Fixed arrow in the hand not spawning correctly when changing levels.
- Fixed impaled arrows not disappearing after enemy disappeared.
- Fixed Right Hand to be the main hand by default
- Fixed all levels locked in debug mode, now the first one is always unlocked
- Fixed bug that would send the player to lobby in Days 2 and 3
- Fixed music from Day2 overlapping with Day3
As always, if you have any feedback, requests, or bugs you'd like me to look at, please let me know here or in the forums.
Thanks!