Gladius | Gladiator VR Sword fighting

Gladius | Gladiator VR Sword fighting 1.10

Version
1.10
Version Date
March 28, 2017
Links

Patch Notes

Patch 1.10

Hi Everyone!

This update brings several AI and gameplay improvements to the game. I hope that you like it!

    AI Improvements

  • AI is more aggressive now, and their aggressiveness depends on the difficulty level. They will attack if you parry or hit their shields.
  • Increased responsiveness, the AI now always faces the player, and is faster detecting your movements.
  • Enemies stop after re-positioning a number of seconds depending on difficulty.
  • Gladiators and legionaries dynamically cover attacks with the shield following your movements. I will be applying the same system to the rest in the coming days.
  • The new blocking system only activates within 280cm, and blocking speed depends on shield size. E.g. Legionaries block slower than gladiators due to shield size.
  • AI attacks if player is within acceptance radius and AI is circling
  • New Bow

  • It has a longer draw distance, a faster arrow and new sounds. This was one of the main requests during the testing of Day 3 and was requested also by several people in the forum. It's now the default bow in Day 3. Let me know what you think!
  • New Grip Mode - Lock

  • I recovered the old lock system and added it as a new option (default for new players) but now the combination to unlock is trigger+grip which is easier and does not conflict with trackpad movement. Some players were frustrated with the sticky mode because it was easy to lose the weapon in the middle of the combat if you accidentally pressed the grip.
  • New sounds

  • I replaced the old sound when hitting the shield for a more realistic set of sounds. Special thanks here to Turbatus that provided the basis for them. Thank you!!! :)
  • General Improvements

  • Max Trackpad Speed reduced to 1/4 of current value. The current max speed was not realistic for walking.
  • Trackpad energy consumption only applies to sprint and amount depends on difficulty.
  • Crowd given a bit of 3d depth, mostly noticeable in the arena
  • Added difficulty setting in training mode so you can train against any difficulty. This is specially relevant now that AI behaves differently in all levels.
  • Weapons are disabled for 0.11s after hitting an enemy shield, this improves shield protection for enemies.
  • Modified collision box for long sword so is better detected by the engine
  • Trackpad sprint is activated by double click in trackpad no matter the direction. This allows to sprint backwards when running away from the enemy
  • Minotaur now has a fury mode, if you hit him more than 4 in 2 seconds he will not play the hit animation and will counter attack instead
  • Chaperone (spears on the floor) is activated by default for new players. I highly recommend to everyone and to leave it always on :)
  • Improved shield hitbox for gladiators, skeletons, and legionaries
  • Skeleton acceptance radius reduced to 120, like gladiators.
  • Stats and leaderboard are disabled (no score is sent) if debug mode is on.
  • Fixes

  • Fixed axe1 damage, transform position, and not being brought in the game
  • Fixed Parma shield position
  • Fixed teleporting hitting objects on the floor on arrival.
  • Fixed shield bashing
  • Fixed skeleton getting too close when attacking
  • Fixed Tigers doing insta-kill
  • Fixed error that would instantly kill any enemy with one hit
  • Fixed Legionary distance reduced to 120, like gladiators
  • Fixed Legionary shield position and orientation so it does not overlap
  • Removed shield sound when hitting gladiator and sword master bracelet
  • Fixed bow strange behavior in hold mode when releasing the trigger with the hand holding the bow and an arrow clipped
  • Fixed the lock icons for belt and storage items
  • Fixed dying in the armory, you can now die and re-spawn next to the table
  • Fixed sparks on the ground in level 3

I'm working on more gameplay and AI improvements that I'm going roll out in the next 2/3 updates. I will be working in Day 4 too, but the priority will now be to improve the combat engine before adding more content to the game.

I try to balance both areas but now I feel that with the new Arena and Day 3 completed it's time to focus on the combat engine. In any case, I still plan to have Day 4 ready in a few weeks so stay tuned! :)

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!