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AI Olympius News

Update 0.8.13

  • Base missile damage increased from 30 to 35.
  • Weapon initial recoil reduced.
  • Increased starting rifle ammo.
  • FOV settings have been slightly changed. (does not stretch the character itself, just view around)
  • Fixed a bug where the zoom from a weapon remains when changing to another weapon.
  • Minor fixes in locations

Update 0.8.12

  • Improved camera and movement controls, significantly reduced action smoothing/inertia time.
  • More detailed weapon recoil.
  • The character is less likely to "land" when falling from small heights, thereby not interrupting control.
  • "Field of View" option has been added to the settings.
  • The campfire no longer tilts sideways when used.
  • A bug has been fixed where turrets did not always immediately react to enemies nearby.
  • The base character speed and the base sprint duration have increased, as you have to run a lot.
  • Minor UI and physics fixes.

Update v0.8.11

  • Added the ability to disable damage numbers in the settings.
  • Improved the graphics of some concrete objects.
  • Markus no longer walks around the headquarters during dialogue.
  • Added localization for hacking terminals.
  • The character hides the weapon during conversations with others in the headquarters.
  • Fixed a bug where the poison gas did not inflict damage.
  • The type of ray attack has been changed. (in worms, turrets, stingrays, cores)
  • Ray damage increased.
  • The doors of the electrical panel do not push the player back as much when opened.
  • A stationary medkit has been added to the "Construction Site" level in the control center.
  • Fixed a bug where the ray could damage sectoral shields.
  • Fixed many places in different locations where the player had difficulty passing or getting stuck.

Update v0.8.10

In parallel with polishing, we are already working on the development of a new sector with a continuation of the storyline.
But for now, here are tiny fixes with camera and culling, fixes smoke on vacuum cleaners, and crosshair now matches weapon type.
Gamepad controller changes:
  • AUTO AIM is reworked, it's more precise and also it aims to prediction of enemy movement.
  • Sliders in the interface are now controlled by RStick, instead of A/B.
  • That's why customization character rotation moved to LT RT.
  • Hiding cursor while its gamepad input.

I don't have much experience playing with a gamepad in this genre, but I was able to complete the game using one during testing. I'm more comfortable using a mouse and keyboard, so I'd appreciate any feedback on any control issues with the gamepad.

Tiny update

  • easier control of large terminals, and their signatures are now more understandable.
  • Increased basic sprint speed.
  • Auto-aim power for gamepads reduced. Not sure what is considered standard, so we will adjust as we go.
  • Increased base damage from missiles.
  • Additional code optimization.
  • Fixed problem with stairs.