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Friday, April 20, 2018

Wind Carrier; Pre-Alpha 1.95

Hello all!

Another week, another changelog.

This time around, we've got some big additions and some big changes.

In addition to completely finishing the skeleton and re-doing the animations, a new weapon class has been added.

I have also (just today) finished adding functionality to random bots that allows them to interact with the environment. Not a lot they can do just yet, but soon they'll be able to sit and dance and... well, do whatever it is that I decide they should be able to do.

Anywho, onto the changelog!


Changelog, 1.94

-Finished reworking the last skeleton

-Finished up all the redoing all the old animations

-Changed health bars to 3D

-Added the Macuahuitl weapon class!

-Large and thus slow

-Higher than average damage and reach

-All attacks cause a new status effect, bleed, which does a percent of damage based on the afflicted member's remaining health, reduced by armor.

-Reduced the attack speed of all attacks across the board

-Random bots can now interact with the environment

-Added the brigand bot type which spawns from gruesome trophies
           -Always drops a higher than average amount of mana crystals when gifting to the Wind Carrier

Player Updates:

-Updated the way the ranged indicator particles worked to increase stability

-Readded and fixed tumble

-Added eye customization

Item Updates:

-Readded Hunter's Garb

-Added a variant for every body type

-Vulpine Garb

-Added a variant for every body type

-Added the Poisoner's Flask accessory

-Readded Economic Backpack accessory

-sold randomly by traveling merchants

-Added the Primitive Macuahuitl

Enemy Updates:

-Updated Vulpine Ritualist

-Now has more attacks, most of which utilize root motion properly

-Updated Saurian Rockdancer

-Works with new mesh now
-Can now drop: Crystalline Spear, Necklace of Tides, and Hunter's Garb

-Updated Saurian Treefeller

-Works with new mesh now
-Now properly favors ranged combat over melee

-Updated Vulpine Poisondrinker

-Works with new mesh
-Can now drop: crystalline spear, poisoner's flask, and birdskull necklace

-Updated Dragonbone Shaman

-Works with the new mesh
-Updated the logic
         -Has it's own animation set now



Whew. 

It seems that was a bit longer than I remembered... :p
I'm enjoying actually adding new content again. Oh the excitement.

Screenies!


Eyes!
The player can now customize their eyes when making a new character and from the fur dyer. 
An iris colour and size, pupil size and shape, and glare shape and position can be chosen.


The Primitive Macuahuitl
That fucking word is a mouthful. But Buttomancer designed a few weapons based off from the ancient Mesoamerican weapon. I was reading up on them and found the phrase:

 "The two-handed macuahuitl has been described as being "as tall as a man""

Couple that with Spanish reports of them being able to slice the head clean off a horse and we both decided that it needed its own weapon class. :p
I may rename it though, depending on how I feel.

The macuahuitl idle. I imagined it as a bit unwieldy. 
The weapon is rather slow, comparatively, and is our first heavy weapon. 
With each strike, it causes a status effect, bleeding, based on the remaining health of the target. I feel like I may have actually typed this out already above, but I can't remember and scrolling is hard. D:

All four of the Vulpine Garb variants. These four should cover most of the bodies that I'll implement... hopefully. I'm hoping to keep the number of body types to around six in total. And that's pretty much four. :/
Note: I noticed just now that this picture was taken before I properly imported LOD 0 for the Vulpine Garbs. This has since been fixed as I noticed the problem a while ago. They are currently wearing LOD 1 Garbs on LOD 0 bodies. :p

And then we have a bit more widget art.
Here we have the back art for the Vulpine crafter.

And the Vulpine shaman.

Both bits of art credited to my wife. <3



And that's all I've got for this week. 

I feel like I haven't typed that much here in, like, a year. >.>

Anywho, until next time,



-Lucas Cady
Project Director

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