Huge Patch Update - Version 0.4.6
Hi everyone. It's been a very busy few days and we did a major overhaul to the collision detection/hitbox system, among many other things. Here's what's new:
1. We placed the majority of hitboxes near the feet of the character sprites to match perspective better and we re-sized them appropriately. It may not be perfect, but it's much more accurate for the perspective now.
2. We improved collision detection code and separated hit boxes from damage boxes. There is now 2 different collision boxes on each enemy sprite in the game. The damage receiving boxes are separate triggers attached to the object that receives the damage on the enemy. These are larger than life to increase hit detection from player attacks. This benefits the player and makes it more accurate. These boxes are not used to inflict damage on the player. The other hitboxes are located at the base of the enemy sprite and are much smaller and will inflict damage to the player if/when the player collides. the player's own hitbox/collision area is also at the base of his feet. The player has a trigger box covering the majority of his body now to take incoming projectile damage.
We improved physics detection and wrote a new avoidance system so the player will no longer get "stuck" on enemies. In fact, you can now push your way through enemies. While there is still some friction, it's much less than before and you have more than a fighting chance of escaping hordes.
When enemies collide with the player they now also have a 1 second delay before resuming to seek the player, allowing a little extra time for the player to get away.
Besides the collision system improvements we did tons of other things, so let's start with the Bogatyr:
We updated Bogatyr's passive ability: Recklessness. We scrapped the old ability and made a brand new one, which we think is more exciting. The payoff for taking this ability is much greater than before. It's a trade off of lowering defense but getting a boost to your ability cooldowns. The way it scales is greater for each rank, and if you go for a cooldown build you can now get a max CDR of 45% as opposed to 25% max CDR before this passive. IT's quite fun if you go that route too, especially when you get a haste powerup.
This is the first of many updates we will be working on to strenghten the classes. Stay posted for more.
Other things we did:
- Reduced HP of the Mushroom Elite in the Forest
- Revised the treasure snail so he's a little less sporadic in movement
- Bug Fix: game will no longer get stuck when alt tabbing out of the items menu before the UI animation is complete
- Greatly reduced the upgrade costs of the final 2 talents in the talents tree
- Fixed the mimic sorting layer so it layers properly in the game world
- Increased drop rate of flesh piles during velya boss fight
- Spawn a small amount of flesh piles in Velya's lair when you first enter
- Loads of Code refactoring
If you brought something up or requested something and we haven't gotten to it yet, please understand we have a very long list of feedback we're working through. The collision system alone took over 20 hours of re-work and testing. We only just entered Early Access, so bear with us. Doing all we can :)
We are excited to be working with everyone on these updates and we look forward to more. We'll continue to push out updates, but as of next week we're going to try and spend a mix of our time focusing on the Ranger class.
Let us know what you think of the new systems. We think it's definitely a step in the right direction. Thanks for your support.
1. We placed the majority of hitboxes near the feet of the character sprites to match perspective better and we re-sized them appropriately. It may not be perfect, but it's much more accurate for the perspective now.
2. We improved collision detection code and separated hit boxes from damage boxes. There is now 2 different collision boxes on each enemy sprite in the game. The damage receiving boxes are separate triggers attached to the object that receives the damage on the enemy. These are larger than life to increase hit detection from player attacks. This benefits the player and makes it more accurate. These boxes are not used to inflict damage on the player. The other hitboxes are located at the base of the enemy sprite and are much smaller and will inflict damage to the player if/when the player collides. the player's own hitbox/collision area is also at the base of his feet. The player has a trigger box covering the majority of his body now to take incoming projectile damage.
We improved physics detection and wrote a new avoidance system so the player will no longer get "stuck" on enemies. In fact, you can now push your way through enemies. While there is still some friction, it's much less than before and you have more than a fighting chance of escaping hordes.
When enemies collide with the player they now also have a 1 second delay before resuming to seek the player, allowing a little extra time for the player to get away.
Besides the collision system improvements we did tons of other things, so let's start with the Bogatyr:
We updated Bogatyr's passive ability: Recklessness. We scrapped the old ability and made a brand new one, which we think is more exciting. The payoff for taking this ability is much greater than before. It's a trade off of lowering defense but getting a boost to your ability cooldowns. The way it scales is greater for each rank, and if you go for a cooldown build you can now get a max CDR of 45% as opposed to 25% max CDR before this passive. IT's quite fun if you go that route too, especially when you get a haste powerup.
This is the first of many updates we will be working on to strenghten the classes. Stay posted for more.
Other things we did:
- Reduced HP of the Mushroom Elite in the Forest
- Revised the treasure snail so he's a little less sporadic in movement
- Bug Fix: game will no longer get stuck when alt tabbing out of the items menu before the UI animation is complete
- Greatly reduced the upgrade costs of the final 2 talents in the talents tree
- Fixed the mimic sorting layer so it layers properly in the game world
- Increased drop rate of flesh piles during velya boss fight
- Spawn a small amount of flesh piles in Velya's lair when you first enter
- Loads of Code refactoring
If you brought something up or requested something and we haven't gotten to it yet, please understand we have a very long list of feedback we're working through. The collision system alone took over 20 hours of re-work and testing. We only just entered Early Access, so bear with us. Doing all we can :)
We are excited to be working with everyone on these updates and we look forward to more. We'll continue to push out updates, but as of next week we're going to try and spend a mix of our time focusing on the Ranger class.
Let us know what you think of the new systems. We think it's definitely a step in the right direction. Thanks for your support.