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AI Olympius News

Update 0.8.21

I experimented a bit with the controls and animations and also added walking (requested by some players)...
If you don't like that changes, I can roll everything back or add some settings. Also, remember that sprint and crouch work two ways, you can toggle it by pressing a key, or sprint/crouch while holding a key.

In parallel, work continues on the next sector, it will contain 3 missions, one of which is almost ready visually.

  • The character now walks if not carrying a weapon. The sprint in that mode is equivalent to a normal run, so it becomes endless.
  • Slightly changed the mechanics of the rotation of the character's body when moving, eliminating the ability of the player to aim a weapon at the camera.
  • The timer for hacking terminals now depends on the selected game difficulty.
  • Fixed a bug where interaction with the environment caused simultaneous interaction with several objects (simultaneous dialogue with two characters, or dialogue simultaneously with interaction with the terminal, etc.)
  • Fixed animation glitches when picking up multiple items in a row.
  • On the level with the bridge, the access to the roof of the small building with solar panels has been made easier, also fixed one of the pipes where it was possible to get stuck at the end of the sewage - the passage has been increased.
  • Extended camera limit rotation up / down from 70 to 84 degrees. Should make it easier to shoot down from a height or if the enemy is overhead, should also help with jumping between platforms in the Old Path level.
  • The levitating platforms in the Old Path level now move slower if the player stands on them.
  • Control delay on landing animation reduced from 0.2 to 0.15 seconds, animation sped up accordingly.
  • Speed up 15-30% animations of climbing obstacles.
  • On the level with the cliff, added indication of points of interest that were on the level, but were not marked with a marker.

Update 0.8.20

In this update, I focused on the beginning of the game, so that the tutorial part and the first missions did not fail the general impression, since they were developed more than three years ago, they were designed differently from the last missions, and they had to be extended a little.

Also, regarding the appearance of the characters (too tight-fitting suit), I want to announce that the game is planning RPG-style equipment, with slots for a shoulder, bracelet, chest, and belt... they will have a small effect on the player's parameters, and will significantly improve the characters visually. Since there is a lot of feedback in this area, I will mark this part of the work as a priority.

  • Changed map management, there are no more additional terminals for scrolling sectors (they were on the left, maybe you didn't notice them), and sectors are scrolled with the main buttons, also added an indication of the current sector to understand the general progress of the game better.
  • Improved the first two missions.
  • At the beginning of the game, the part with rats is cut out, and immediately after training the player is allowed to do the first missions.
  • Fixed the posture of the characters' arms, the elbows are now closer to the body instead of at a weird distance, and it seems to look better, and more relaxed.
  • Fixed a bug where enemies who lost a target continued to observe the location of the target loss, instead of continuing to patrol.

Update 0.8.19

In parallel with these changes, the development of the next sector is already underway.
  • Reworked icons of quest modules for a clearer indication of their meaning.
  • Increased the base speed of the character. Now, the main effect of the exoskeleton upgrade is on the sprint duration.
  • Improved the indication of how to overcome the first Stingray on the level with crater, and added a generator to avoid running out of plasma.
  • Stingrays now drop spare parts loot.
  • Increased missile count on the combat hoverbike.
  • Optical zoom now toggles much faster and has more zoom initially.
  • Toxic Screamers now give 2 healing capsules instead of 1.
  • The lotus puzzle now has symbol icons directly on the terminals, which should make it easier to understand how it works.
  • Fixed a bug where after dialogues, if you select phrases with the mouse, the camera would look at the floor after the end of the dialogue.
  • Fixed a bug where the inverse kinematics of the head of all NPCs did not work properly. Now they more often look at the nearest NPC, or at the player standing next to them.
  • Generators now fully charge the plasma charge for the Olympian Rifle instead of 75%.
  • Revised the balance of enemies on the "Old Path" level.
  • Improved the graphics of deserts.
  • Made minor changes to the UI and various levels.

Update 0.8.18

  • Screamers, stingrays, all configurations of scouts, and spiders - now have a detection zone (140 degrees). So they cannot see the player from behind, which can add a new aspect of gameplay for some classes. Basically, it should not affect the usual gameplay.
  • Fixed a bug where enabling shields on turrets from the terminal did not work while turrets were destroyed.
  • Glass, especially damaged, can now be broken by the character himself, and its shards do not interfere with the player's movements.
  • Added alternative via ABXY / XO△▢ to hack and control terminals with gamepads. (The Xbox controller has low accuracy with arrow input)
  • Connection of a new player does not happen immediately to avoid accidental connection, for example with Alt+TAB while using a gamepad.
  • Bonfire is no longer pushed by explosions.


UPD:
Minor changes to puzzle, dialogues, controls, and balance.

Update 0.8.17

Update 0.8.17
So many changes, I hope I didn't break anything while adding new stuff...
  • Added 2 story levels.
  • Three new enemies were added on the new levels: Scout III, Toxic Screamers, and Medusas.
  • Improved character controls. There is less delay when falling, less stumbling over small obstacles, and fixed bugs with the character's flight when falling from a great height.
  • The lower part of the cliff level has been supplemented with additional content. The snowy spaces were quite empty, and we filled them with some interest points and additional loot. High Gate Ruins?
  • Better optimization on cliff level, there is still room for further optimization, but there were no complaints about the current implementation either.
  • The design of one of the first levels (the antenna level) has been improved, loot has been added, new elements have been added, and a cutscene has been added. You can return to previous sectors by controlling the mission selection terminals on the left.
  • Minor fixes and enrichment of the level design and additional loot on missions: bridge, swamp, bastion, southern station.
  • Updated dialogue animations. (I got a little sweaty in my mocap suit)
  • The description of all improvements is now more clear (corresponds to the level of upgrade)
  • Fixed a bug where missile explosions did not knock back physical bodies.
  • The visual rotation of the upper part of the player has been slowed down. It twists the back too much when turning sharply.
  • Improved spider walking animation.
  • Unique sound effects for spider / worm have been added.
  • Changed principle of the turret ability, their duration is now unlimited.
  • Missiles no longer circle around the target.
  • A new type of loot has been added: quantum jump. There will be not much of it, I would like the player to know how it works before choosing the craft. You can find one such item in the headquarters.
  • The balance of weapon and suit upgrades has been revised, in particular, the basic ammunition of the Olympic rifle has been reduced.
  • Fixed a bug in the behavior of enemies, when they did not start flying to the target for the first few seconds.
  • Fixed a bug where launching the game from the shortcut did not work correctly.
  • Fixed a bug with the field of view settings that broke optical zoom.
  • Fixed a bug where the shotgun in healing mode fired pink bullets.
  • Fixed a bug where missiles did not damage Stingrays.
  • Some phrases on the missions with the castle and construction site have been corrected.
  • Unstable Nanoblock - now has a limit in inventory, also description has been changed.
  • Additional graphics optimization.
  • Minor interface fixes.


UPD: Small turrets hotfix.