Free Company VR Patch #13: Physics Update
[previewyoutube][/previewyoutube]
[h3]Physics/Combat[/h3]
[h3]General[/h3]
[h3]General[/h3]
[h3]Fixes[/h3]
[h3]Gameplay[/h3]
[h3]Fixes[/h3]
Highlights
[h3]Physics/Combat[/h3]
- Completely remade the player movement system, allowing for sprinting and physics-based jumping/ climbing
- Significant improvements to the interaction system. Grab positioning is much more reliable and problems with miss-aligned grab points have been fixed
- Weapons now have a greater sense of weight and drag. Added the new option "Weapon Physics" in settings, allowing switching between "Default" (new physics) and "Arcade" (old physics)
- New hand physics
- Bow has been remade to be fully physics-based. Held arrows now have collision
- Doors are now physics-based
- Many adjustments to NPC physics
- Improved colliders in all maps
- NPC damage reduced by 75% when attacking another NPC, lengthening battles and increasing the impact the player can make in battles
- Adjusted NPC HP and attack scaling. HP has been reduced overall for high level NPCs
- Weapons now apply bleed damaged while the enemy is stabbed
- Removed movement speed variation based on hand height
[h3]General[/h3]
- Added a main menu. Sandbox Mode and Free Battle have been moved to the main menu
- Game can now be closed from the main menu
- Changed default player skin. Options to change skin is not yet available
- Added equipment options and god mode toggle to Free Battle
- Added a grip angle setting
- Performance improvements
- Minor UI changes
- Fixed floating ragdolls
Changes Since Last Beta Update
[h3]General[/h3]
- Major performance improvements
- Improved player physics stability
- Increased player acceleration
- Increased the maximum number of active ragdolls, helping with cases where NPCs would not react properly to hits
[h3]Fixes[/h3]
- Fixed NPC weapons not properly colliding with player's
- Fixed a case where weapons would behave strangely after being dropped by an enemy and picked up by the player
Changes Since Start of Beta
[h3]Gameplay[/h3]
- Changed held weapon alignment. Weapons are now held with a "handshake" grip and are tilted more forward than before. This can be adjusted with the "Grip Offset" setting
- Strengthened hand rotation speed, making lighter weapons much more snappy and less floaty
- Holstered weapons are now always be grabbed by the handle
- Made it less likely to accidentally damage friendly NPCs
- Lighting and post processing changes. Game is now slightly brighter overall. Additional lighting changes to be coming shortly to brighten up nights and indoors
- Made it easier to remove axes and the spiked mace from flesh
- Slightly increased NPC blocking frequency
- Increased poise damage done by player
- Added a one-time sprinting prompt
- Made props in the tutorial intractable
- Minor player physics improvements
[h3]Fixes[/h3]
- Fixed AI Armies charging too early, causing them to trickle in instead of as a group
- Fixed smooth turning jitter. Greatly increased smooth turning speeds
- Disabled snap and smooth turning when commanding units
- Enemies now ragdoll properly after being hit during a death animation
- Fixed issues with the dagger on the camp table after completing the unit commands tutorial
- Fixed tree colliders in forest arena
- Fixed renaming units in camp and sandbox mode
- Fixed cases where bow users would hit teammates
- Fixed bow users having perfect accuracy regardless of archery skill
- Fixed cases where NPCs would play the fallen struggle animation before fully on the ground
- Fixed dead NPCs not dropping weapons properly
- Fixed issues with picking up some dropped weapons
- Fixed floating arrows when hitting NPCs in certain states
- Fixed grabbing quivers from holsters