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Dynasthir News

Patch Demo Branch. For Speed!

Hello Players!




With this build we put our all into preparing for the upcoming Speedrun Compeition (13/05/2024). More about that if you look to our Events. This build also boasts two big updates to our NPC backend, which should improve FPS and frame pacing across the board & not only that! A lot of animations have gotten more polish!

Here are the big changes to the current Live build:
  • Balance patch to Damage, enemy Health & Boss Health
  • Move-set polish across many Player Move-sets
  • Player foot placement now works properly
  • Reworked Backstab backend logic
  • Possessed Boss should look a little bit more menacing (he might be)
  • Made a majority of stationary NPCs GPU bound instead of CPU bound
  • Optimization to Character Rendering
  • More Distance culling optimizations

Note
  • The Running Nekath event is not completable (to our knowledge)




Taû’tael

Patch Demo Branch. Camera.. Lights! Action!

Hello Demo Branch players!




With this build we put our all into improving how we frame the player and how we frame gameplay.
This has lead to increased clarity in combat and a much better experience. The game now also runs primarily in borderless mode. It was time we took down our borders anyways.

Here are the big changes to the current Live build:
  • Brand new Camera Behavior
  • Brand new Player Lantern
  • Visual UI Improvements
  • Fixed a bug where the game was not running in true Fullscreen
  • Replaced some expensive texture lookups with efficient math
  • More Distance culling optimizations

Note
  • The Running Nekath event is not completable (to our knowledge)




Taû’tael

Patch Demo Branch, It's a performance!

Hello Demo Branch players!




With this build we focused on some pre-spring cleaning leading to a smoother experience due to better memory handling. There are also new framerate cap options! You can now select 24 fps for a true cinematic experience :P

Here are the big changes to the current Live build:

  • Refactored many variable types for efficiency
  • Refactored some player logic for efficiency
  • Adjusted Player friction slightly
  • Default FPS cap set to 40 instead of 30
  • New FPS cap option: 24 FPS
  • Replaced some expensive texture lookups with efficient math
  • Distance culling optimizations


Note
  • The Running Nekath event is not completable (to our knowledge)
  • We have an ongoing battle with improving the way the Camera works. Especially while locked on in Combat. I firmly believe we are going in the right direction




Taû’tael

Patch Demo Branch, New Weapon Movesets, Passives, Items & Camera Fixes

Hello Demo Branch players!




With this build, players should be enjoying a much smoother experience. We have an ongoing battle with improving the way the Camera works. Especially while locked on in Combat. I firmly believe we are going in the right direction.

There's also gradual improvements to animations and gameplay balancing as well as updates to many enemies & weapons.

Here are the big changes to the current Live build:

  • New Passive Skill: Immolation
  • New Passive Skill: Electrovolition
  • Moveset Update: Royal Greatsword
  • Moveset Update: Dual Wield Swords
  • Added new Consumable to Demo
  • Added new Equipment to Demo
  • increased the visual fidelity and feel of Blocking
  • Increased the visual fidelity and feel of Parries
  • Added some missing Dialog
  • Added Cinematics to better tie the Story together
  • Improved overall Player experience with Lore Points
  • Velkiri Boss Update
  • Fixed: Some weapons wrongly added Burn Stacks to enemies
  • Settings: Added Color Blindness option
  • Settings: Added FPS Limit option
  • Even more Distance culling optimizations.
  • Expanded the simulated world
  • Level Design: Changes to make the world more coherent (Again ;))
  • Lock-On now follows enemies in a different way, framing gameplay a bit better (Like it was supposed LAST PATCH)

Note that that the Running Nekath event is not completable (to our knowledge).


Taû’tael

Patch Demo Branch, Improved Camera & Foci Menu

Hello Demo Branch players!




With this build, players should be enjoying a much smoother experience alongside improved FPS and find a more coherent, slightly more reactive world, with a camera that helps keep you better in the flow of combat.

There's also gradual improvements to animations and gameplay balancing amongst many enemies and weapons.

Here are the big changes to the current Live build:

  • Lock-On now follows enemies in a different way, framing gameplay a bit better
  • Foci Menu Improvements to Adrenaline Skill Selection, Phase Rock Insertion
  • Skill-Tree UI Feedback
  • Some Level Design changes to make the world more coherent
  • Shortcuts that have been unlocked should now restore properly(not halfway)
  • Two less texture samples used for VERY common architectural pieces
  • Some Shadow casting optimizations
  • A huge number of Distance Culling optimizations
  • Custom HISM grouping optimizations


Note that Archery Zoom may be worse on surface, but it's backend is entirely reworked to be more designer friendly. Look forward to a VERY refined experience in future patches as we can start tweaking it with our new tools.



Taû’tael