Gladius | Gladiator VR Sword fighting

Gladius | Gladiator VR Sword fighting 1.15

Version
1.15
Version Date
June 17, 2017
Links

Patch Notes

Patch 1.15 - Breakable armor

Hi guys,

New update!! This one brings breakable armor to human enemies, and several performance improvements that should make gameplay a bit smoother.

Here is the complete list of improvements:

    Breakable Armor

    Added breakable armor to human enemies which offers them additional hp. The new system works as follows:
  • Armor gives enemies full protection until it breaks or falls off. Exposed areas receive damage as usual.
  • In the case of helmets, there is 2/8 probability that the helmet will not break and will fall to the ground so it can be reused by the player.
  • Each armor type provides different protection/number of hits to break:
    • Shin guards 40hp (1-2 hits)
    • Gauntlets 60hp (2-3 hits)
    • Helmets 100hp (4-5 hits)
    • Body armor 200hp (6-8 hits)
    • Shields 250hp (7-10 hits)
  • Stabs in the face and arrows can still pierce helmets like before (a shot in the head instantly kills most enemies)
  • Added bonus vs armor and bonus vs head in all weapons. Bonus vs armor is set to 1 by default, except the mace that has x2. Bonus vs head is set to x3 for all weapons to compensate for the additional hp.
  • Added new fx and sounds for helmets, body armor, shin guards and gauntlets when hit
  • The new armor system is completely configurable, so it will be easier to add different types of armor pieces and configurations in the future.
  • The only exception to this new system is the archer, which can still be beheaded with just one hit for the amusement of the crowd :)
  • Performance Improvements

    NOTE: This the first pass of an overall effort to improve the performance of the game, I plan to add more improvements in the next update.
  • Significantly improved the performance, specially when fighting against Gladiators, SwordMasters and Legionaries. You should now be able to figth against more enemies with less frame drops.
  • Reduced the number of materials per mesh, thus reducing overall drawcalls.
  • Activated DBuffer decals in preparation for the Forward Render.
  • Reduced crowd numbers in the blood arena
  • Disabled dynamic shadows on objects that don't need it (e.g. shin guards and bracelets)
  • Disabled separate translucency pass
  • Disabled lens flares
  • Disabled screen space reflections
  • Added LOD to most rendered meshes
  • Significantly reduced the polycount of most meshes in the game:
    • Legionary sandals 12K -> 2K
    • Legionary Dismembered legs - 14K -> 3.6K
    • shinguard polycount LOD SM from 26K to 864
    • rezario polycount LOD SM from 52K to 2.6k
    • manica polycount LOD SM from 12K to 1.2k
    • brucae polycount LOD SM from 32K to 6k
    • belt polycount
    • player belt polycount LOD SM from 62K to 21k
    • loricasegmentata1 polycount LOD SM from 20K to 1.2k
    • loricasegmentata2 polycount LOD SM from 55K to 22k
    • gladiator helmet polycount LOD SM from 22K to 6.8k
    • 300 helmet polycount LOD SM from 4K to 1k
    • centurion helmet polycount LOD SM from 4.5K to 2.2k
    • legionary helmet polycount LOD SM from 22K to 7.2k
    • gladius sword LOD SM from 36K to 22k 9K
    • legionary shield sword LOD SM from 10k to 2.6k
    • shield0 LOD SM from 88k to 8k

    General Improvements

  • Reduced the time that enemies take to enter ragdoll when dismembered or beheaded
  • Oculus Thumbstick button can now be used as sprint button
  • Added blood to Axe1
  • Added blood to Axe2
  • Training custom enemy list is now saved as preferences
  • Enemies no longer keep track during slowmo(It is now possible to flank them and hit them on the side)
  • Expanded the size of the grabber when the quiver is mounted on the back. Now is easier to grab arrows.
  • Shortened the rope of the flail
  • Added "Default settings" option in the graphics menu
  • Added lazy mode (debug) to allow hitting the enemy with just 200cm/s (vs 500cm/s normal mode)
  • Weapons now have a bonus vs armor and bonus vs head parameter. Blunt weapons have additional bonus against shields and armor.
  • All weapons now have a x3 damage bonus vs a hit on the head, and beheading is easier than before.
  • Fixes

  • Fixed small bow's erratic behavior
  • Fixed sarcophagi lighting in day 2
  • Fixed pilum attachment rotation
  • Fixed going to the market from the armory not saving the weapon layout

Please let me know what you think either here on the steam forums or on our discord channel: https://discord.gg/63PBXdQ

Cheers!