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Achilles: Legends Untold News

AI Improvements and Additions

Hey everyone! We're back with another behind-the-scenes look into our development process. This week we're diving into how we're improving combat in the game by focusing on improvements to enemy AI.

Achilles: Legends Untold is an action game - one of its most important elements is the combat system. And, as you know, combat is only as good as the enemies you fight! That’s why we give special care to the enemy AI during development. We want the game to provide you with truly formidable opponents and memorable, challenging encounters. Here’s an inside look on how we’re managing and continuing to improve our enemy AI:

[h2]The Old AI System[/h2]



The original system we were using was based on “attack tokens”. First, the game checked the current condition of the fight - how much time has passed since the last attack? How many enemies are fighting Achilles right now? What type of enemies are they?

Then, the enemies, who were chosen after the condition check, were given some amount of attack tokens from the limited total pool. They were able to consume these tokens by attacking Achilles - then the AI returned them to the pool, so they could be dispensed again, during the next condition check.

(Enemies attacking & instantly backing off)

That’s how the game chose who will be striking at our hero and when he should do it. We decided the system needed improvements. We’ve been getting feedback from our players, that the opponents back off too quickly after attacking, and that it’s hard to counterattack efficiently. We’re listening! - and that’s why we’re making some changes.

[h2]The New AI System[/h2]



The new & improved system is similar, but it splits enemies into certain groups. The AI can either be on the passive or the active list. What does this mean?

  • Active - An enemy that gets on the active list will stay close to Achilles and try to attack him.
  • Passive - On the other hand, the enemies on the passive list will give way to the active ones - they will move around at a distance and taunt our hero, waiting for their turn.

What does that mean for the player? With these changes, the combat will feel a lot more continuous - enemies that attack Achilles will stay focused on him longer, giving the player a better opportunity to punish them and counterattack. The fights will be much more natural, with enemies moving around more strategically. It will make the whole system feel less clunky, improving on the current AI behavior.

(Improved token system, enemies stay more focused)

[h2]On the Offensive[/h2]

The combat style of our AI is shifting from a focus on defense to a more offensive-minded behavior. Now the enemies will be more vulnerable to your counters, but they won’t just let you attack them so easily. They are becoming more aggressive and will hunt you relentlessly! You will have to adapt your fighting style and strategy in order to survive against these more aggressive enemies . This fundamental change will make gameplay feel more dynamic and keep you on your toes, as you maneuver your way through more challenging opponents.

[h2]New Enemy Abilities[/h2]

That’s not all! Apart from improving the AI system, we’re also actively expanding upon it. We want our enemies to have a wide array of attack types and environment interactions, so we’re constantly experimenting and adding new ones. For example, here are two new abilities we’ve been working on:

[h3]The Spear Throw[/h3]


See these spears in the ground, scattered around the map? Enemies are able to locate them, pick them up, and throw them at Achilles using all their might and strength. If you don’t want to become a human shish kebab, watch out and dodge them!

[h3]The Flaming Arrows[/h3]


We have many fireplaces placed in all of Greece, and it’s time we put them to a better use! Apparently, the archers haven’t been taught not to play with fire - they are now able to come up to any fire source, and light their arrows with flame. Better extinguish their enthusiasm, or you’ll get 3rd degree burns!

[h3]Bonus[/h3]


We’re also creating unique abilities for the bosses. As you might’ve already seen, in patch 0.1.3 we expanded on Menelaus’ skillset. Now he’s carrying a bottle with a purple fluid - he can drink some of it and spit at Achilles, poisoning him. He’s also able to cover his weapon with it and start dealing poison damage on hit.



As it turns out, Menelaus is also a bit of a pyromaniac - he likes to light his sword on fire, burning Achilles with each strike. Using it, he can also spit fire at you! A dangerous foe indeed.

We’re giving our all to the game’s combat. We want to make it dynamic and exciting, but to also fully incorporate the strategic aspects of the top-down view, so it’s a challenging experience for the players. Thanks to the input we’ve been getting from you, with each update we’re getting closer to that goal!

Remember that you can also become a part of the process - we’re actively collecting and looking through your feedback, both here and on our Discord server. If you have any thoughts you want to share with us about the game, make sure to write us a message in a discussions thread, or in the dedicated Discord channel (link below).

See you in the next development update!



[h3]FOLLOW US[/h3]
Discord ► http://discord.gg/achilleslegendsuntold
Website ► https://achillesgame.com
Twitter ► https://twitter.com/DarkPointGames
Facebook ► https://www.facebook.com/AchillesLegendsUntold
Instagram ► https://www.instagram.com/achilleslegendsuntold/
YouTube ► https://www.youtube.com/c/DarkPointGames

Creating new models - An inside look at Triremes

One of the things we’re focused on, while creating assets for the game, is the time period in which our story takes place. The Trojan War is estimated to have taken place in the 12th century BC. It was during the Greek Bronze Age, that our hero took his journey to vanquish the Trojans. But it’s a long way from Greece, leading right across the Aegean Sea - to get there, he needed a suitable vessel…



[h2]The Trireme[/h2]
The Greek Triremes have been known as formidable warships. They had three rows of oars on each side, manned with one man per oar. One of these ships could hold up as many as 200 warriors, every one of them ready for battle.

We haven’t really felt like the model we’ve been using (the one behind in the photo below) was adequate to their legend, so we took it upon ourselves to design one that would get even the best shipwrights of the time to look in awe.



[h2]Research[/h2]
As usual, the creation process began with research, mainly of the ship’s architecture and its overall look. We got reference from photos of real ship replicas, which were perfect for our needs.



We carefully studied each detail and feature using reference photos, and after all that work, the 3D model finally came to be. Of course, there was still far more work to be done, we only had a shape back then.



[h2]Models[/h2]
The ship itself is composed of multiple parts - there’s the standard low poly version, as well as a sculptured one with all the ornaments, making the textured model look much more realistic.



[h2]Textures[/h2]
Of course, the textures had also needed to be separately prepared. For example, the wood from the ship consists of a few different texture images. The most important ones are the normal map and the color texture. The first one contains all of the bumps and dents in the wood and is used to give it depth.

The second one, as you might’ve guessed, is used to give the wood colors. Pretty straightforward, right? After putting them together and applying the finished texture to the model, the ship is looking really natural and convincing.



[h2]Lighting[/h2]
And now, the thing that really gives the scene life - lighting! After setting up the scene and carefully placing the light sources, the ship is looking better than ever. The reference images we used were a great help in reproducing a realistic sunset over the Aegean Sea.



[h2]In-Game[/h2]
Now we can put the ship in the game’s engine. As you can see on the GIFs below, it’s not just a rigid model - it actually supports physics! It’s a great accent, making the boat look alive, as if it really was sailing through the waves.



We hope you enjoyed seeing some of the behind the scenes stuff and us revealing parts of our creative process. It’s not just the fixes that we’re focusing on - as you can see, we’re actively working hard on creating and adding more content to Achilles: Legends Untold.



We want to make more posts like this one in the future, as we love to share our passion for making video games with the players. Make sure to follow our announcements page, so you won’t miss out on any of them!

We’d also like to really thank our players for all the feedback we’re getting, both on Discord and Steam. Thanks to your help, we’re on our way to creating the video game that everyone will be able to enjoy. If you also want to take part in the development, you can leave us your suggestions and input, either on the discussions page or on our Discord server (link below).

See you soon!



[h3]FOLLOW US[/h3]
Discordhttp://discord.gg/achilleslegendsuntold Websitehttps://achillesgame.com Twitter@DarkPointGames
Facebookhttps://www.facebook.com/AchillesLegendsUntold Instagramhttps://www.instagram.com/achilleslegendsuntold/ YouTubehttps://www.youtube.com/c/DarkPointGames

Patch 0.1.4

Hey warriors, we're back with another patch Achilles: Legends Untold!

In Patch 0.1.4 we added a "New Game +" mode to give players a more challenging experience after they've finished the last quest available. We've also added an "Attack at Cursor" mode, the ability to split sprint and dodge inputs, and made a variety of other quality of life improvements to the game.

Below is the full list of all the updates made to Achilles: Legends Untold in Patch 0.1.4.:

[h3]Added Features[/h3]
  • "New Game +" mode - after finishing the last quest available in the current version of the game, you can choose to either continue playing or enter the New Game + mode. The game will carry over your progress to a new campaign, where you can continue to play and upgrade your character.
  • "Attack at Cursor" mode - Selecting "Attack at Cursor" in game options will make Achilles strike in the direction the cursor is currently facing.
    [previewyoutube][/previewyoutube]
  • Split Sprint and Dodge inputs - Mouse and keyboard players can now choose to split the sprint and dodge inputs between two buttons, or to have a singular one for both actions.
    [previewyoutube][/previewyoutube]
  • Side mouse button binding - you can now add inputs to side mouse buttons 4 & 5

[h3]Fixes and Improvements[/h3]
  • You now get the Shield Throw and Kick skills during the tutorial in Troy.
  • Improved the target-locking system. Switching between enemies will now be a lot smoother.
  • Grenades will now target the exact location of the cursor when thrown, while target-lock is disabled.
    [previewyoutube][/previewyoutube]
  • Autosave frequency has been decreased.
  • Fixed all known level collision issues.
  • General improvements to AI behavior.
  • Slight improvements to ambient environment SFX.
  • More weight behind attacks. They should feel more satisfying.
  • Improved visibility of enemies hidden behind map elements.




Thank you to everyone in our community who have been following our updates and continuing to play Achilles: Legends Untold throughout Early Access! We're working on a lot of exciting new things for the game in the coming months (including an in-game map, new bosses, and more!), and we'll be revealing our full roadmap in the future!

We're monitoring all platforms for player feedback, though the best way to chat with the team and compare notes with other community members is in our Discord server.



[h2]FOLLOW US[/h2]
Discord ► http://discord.gg/achilleslegendsuntold
Website ► https://achillesgame.com
Twitter ► https://twitter.com/DarkPointGames
Facebook ► https://www.facebook.com/AchillesLegendsUntold
Instagram ► https://www.instagram.com/achilleslegendsuntold/
YouTube ► https://www.youtube.com/c/DarkPointGames

Patch 0.1.3

Hey everyone!

In Patch 0.1.3 we added a highly requested 'Unstuck' button for those tricky times that Achilles clips into terrain and cannot get out. We've worked hard to fix this issue in all known areas, but on the rare instance it happens this feature will stop you from frustratingly losing progress.

We've also added an option to force return Achilles to the last Shrine rested at, at the cost of leaving all Souls behind. Effectively a 'Kill Achilles' option; use it carefully.

Many other known bugs have also been fixed in this patch, including: blocked quest progression, enemy/boss despawn issues, unreachable loot, and many others.

Below is a list of all the updates made to Achilles: Legends Untold in Patch 0.1.3.:

[h3]Added Features[/h3]
  • Added “Unstuck” button. Now, if Achilles gets stuck somewhere in terrain, you’ll be able to free yourself by using this feature from the pause menu.
  • Added an option in the menu to force Achilles to return to the last shrine he rested at, leaving your collected souls behind.
  • Menelaus was given new special abilities.
  • Inventory items are now sorted into categories.
  • Added support for French AZERTY keyboards.

[h3]Fixes and Improvements[/h3]
  • We’ve applied a temporary fix to the issue with animations in co-op mode being inconsistent when the client’s frame rate was different than the host’s. For technical reasons, we are temporarily limiting the framerate in co-op to 30 FPS, until we finish working on a solution.
  • We’ve made multiple improvements to the AI, focusing mainly on pathing.
  • Fixed quest progression issues. Completing the Temple of Cronos before finding Hephaestus no longer prevents quest progression.
  • Fixed an issue where Firtos quest could not be completed.
  • Fixed an issue where co-op dungeon couldn’t be completed.
  • Fixed boss despawn bug. Skeleton King and other bosses will no longer despawn when quitting the game during a boss fight.
  • Fixed a variety of visual bugs, including erratic enemy movements.
  • Fixed unreachable loot bug, where loot from enemies could spawn out of Achilles’ reach.
  • Fixed all known clipping issues. Every known spot where Achilles could get stuck or fall through the map has been fixed.
  • Fixed Window type selection bug. Fullscreen/Windowed selection will now save correctly.
  • Fixed a crash that could appear in the equipment screen.
  • Avast Antivirus will no longer return a false positive on scan.
  • Fixed all known localization errors.

We thank everyone who has shared and reported bugs across the Discord, Steam forums, and social media! We see all of your reports and they really do help us improve the game experience.

We're monitoring all platforms for player feedback, though the best way to chat with the team and compare notes with other community members is in our Discord server.



[h2]FOLLOW US[/h2]
Discord ► http://discord.gg/achilleslegendsuntold
Website ► https://achillesgame.com
Twitter ► https://twitter.com/DarkPointGames
Facebook ► https://www.facebook.com/AchillesLegendsUntold
Instagram ► https://www.instagram.com/achilleslegendsuntold/
YouTube ► https://www.youtube.com/c/DarkPointGames

Patch 0.1.2

Hey everyone! We've fixed the 'Fatal Error' crash some players with Nvidia cards were experiencing, and made a variety of other improvements to the game based on player feedback. Thank you for your patience and for taking the time to leave detailed and valuable feedback and bug reports!

We'll continue to release regular patches to improve Achilles: Legends Untold throughout Early Access!

Below are the updates made to Achilles: Legends Untold in Patch 0.1.2.:
  • Fatal Error crash when launching the game on certain Nvidia cards has been fixed.
  • Player interaction with Hades Shrines, Ladders, and descent to the basement has been improved.
  • Added Difficulty select option. Players will now be prompted at the beginning of the game to choose difficulty, but can also change at any time during the game. The easier difficulty option improves Achilles' speed and stamina efficiency, while also altering enemy behavior. Achilles' base damage and health remain the same.
  • 6 new Hades Shrines have been added. 3 in the first area, 1 near the Forge, and 2 in the Dark Forest.
  • Performance has been improved. FPS performance in Greece in particular, as well as momentary game freezes.
  • Balance improved for Bosses and larger enemies. Their health has been increased to be more of a challenge.
  • Item drop rates have been increased. Most notably from the Cyclops.
  • Fixed a variety of collision issues with the environment. Achilles will get stuck less often.


We're monitoring all platforms for player feedback, though the best way to chat with the team and compare notes with other community members is in our Discord server.



[h2]FOLLOW US[/h2]
Discord ► http://discord.gg/achilleslegendsuntold
Website ► https://achillesgame.com
Twitter ► https://twitter.com/DarkPointGames
Facebook ► https://www.facebook.com/AchillesLegendsUntold
Instagram ► https://www.instagram.com/achilleslegendsuntold/
YouTube ► https://www.youtube.com/c/DarkPointGames