New patch! The dynamical new combat system, new skills and more!
[h2]At last! The new patch is here! [/h2]
[h3]What the hell took you guys so long?!!!! [/h3]
This is complex but to resume. To made what we did possible, we had to redo part of the engine and deal with the bugs innerents to these changes.
More than that, we redo totally the armor system integration, for you, it's invisible, for us, it's the end of a true nightmare that kept us from adding new armors but let's start with the changelog and i will give you more details below.
---------------------------------------------------
Adds
- The new combat system with the ability to throw monsters to the ground, make combos...
- Many new skills / combos / animations
- New skills interface, integrated direcly into the player's menu, with a preview
- The "ArmorMaker", a software that makes it easy to create new armors
- "ImgUtils", a software with multiple purposes (color indexing, build atlas, etc)
Changes
- To cross a platform you now have to do "Down+Jump" and not only "Down"
- New physics with a new system of projection
- New AI for repty/eagle/devourer
- Ice eagle and devourer are now controlable
- Modified the damages of all swords
- You can swim in water and lava
- New sfx/gfx for the player (dashs, double jump, skills...)
- New audio engine that allows to merge nearby sounds to limit audio bugs
- Better error report with stack traces and crash logs (you can find the last crashes in crash_log.txt)
Bug fix
- Fixed the "ghost" parameter exploit in magic creation
- Holding a scepter/gun prevented the use of the skills
- Fixed the Quick Move option (maintain shift + left click) for chest/inventory
- Fixed random crashes related to the minimap
-----------------------------------------------------
[h3]New combat system ?![/h3]
We wanted to make the combat system more dynamic and at the same time make the sword more interesting to use. To do that, we made two big changes:
1 - New skills
2 - New GUI for the skills
3 - the possibility for each monster of the game to fall/get up (except one in the last biome and you will understand why by yourself and, of course, except the bosses too)
Gifs is always better than words so here some examples :

For this patch, you will have access to the main branch (energy) of the skill wich will have 4 levels. The level is related mainly to your capacity to throwing/dropping the monster you fight (Each monster have an hidden stat wich is his "weight family")
The colored square you see on the New skill GUI is related to the elemental variation of the skill, it's NOT YET implemented on the game but it will on the next patch wich will be released as soon as possible (2 weeks probably)
To give you an idea of the amount of work we did on animation, here somes examples of "fall/get up" :




[h3]And what about the new armor system? It mean that we will have new armors later?[/h3]
Yes! The old system was summary to create manually every tiny change of any part of armor for any frame of animation and it was a true nightmare to be honest. Here an example of the atlas of 1 armor to give you an idea of the amount of work :

With the new system, we only need to "made this" :
And to rotate them with the new armor system to have everything we need.
[h3]And what about weapons? Can we have new weapons in the futur?[/h3]
The new armor system makes it much easier to integrate new skills, which will make it easier to add new weapons! So yes, it's planned!
Example :

#NotGaren

That's it! Thank you a lot for your patience and your support and don't be shy, come on your Discord!
[h2]http://discord.gg/planetcentauri[/h2]
[h3]What the hell took you guys so long?!!!! [/h3]
This is complex but to resume. To made what we did possible, we had to redo part of the engine and deal with the bugs innerents to these changes.
More than that, we redo totally the armor system integration, for you, it's invisible, for us, it's the end of a true nightmare that kept us from adding new armors but let's start with the changelog and i will give you more details below.
---------------------------------------------------
Adds
- The new combat system with the ability to throw monsters to the ground, make combos...
- Many new skills / combos / animations
- New skills interface, integrated direcly into the player's menu, with a preview
- The "ArmorMaker", a software that makes it easy to create new armors
- "ImgUtils", a software with multiple purposes (color indexing, build atlas, etc)
Changes
- To cross a platform you now have to do "Down+Jump" and not only "Down"
- New physics with a new system of projection
- New AI for repty/eagle/devourer
- Ice eagle and devourer are now controlable
- Modified the damages of all swords
- You can swim in water and lava
- New sfx/gfx for the player (dashs, double jump, skills...)
- New audio engine that allows to merge nearby sounds to limit audio bugs
- Better error report with stack traces and crash logs (you can find the last crashes in crash_log.txt)
Bug fix
- Fixed the "ghost" parameter exploit in magic creation
- Holding a scepter/gun prevented the use of the skills
- Fixed the Quick Move option (maintain shift + left click) for chest/inventory
- Fixed random crashes related to the minimap
-----------------------------------------------------
[h3]New combat system ?![/h3]
We wanted to make the combat system more dynamic and at the same time make the sword more interesting to use. To do that, we made two big changes:
1 - New skills
2 - New GUI for the skills
3 - the possibility for each monster of the game to fall/get up (except one in the last biome and you will understand why by yourself and, of course, except the bosses too)
Gifs is always better than words so here some examples :








For this patch, you will have access to the main branch (energy) of the skill wich will have 4 levels. The level is related mainly to your capacity to throwing/dropping the monster you fight (Each monster have an hidden stat wich is his "weight family")
The colored square you see on the New skill GUI is related to the elemental variation of the skill, it's NOT YET implemented on the game but it will on the next patch wich will be released as soon as possible (2 weeks probably)
To give you an idea of the amount of work we did on animation, here somes examples of "fall/get up" :




[h3]And what about the new armor system? It mean that we will have new armors later?[/h3]
Yes! The old system was summary to create manually every tiny change of any part of armor for any frame of animation and it was a true nightmare to be honest. Here an example of the atlas of 1 armor to give you an idea of the amount of work :

With the new system, we only need to "made this" :

And to rotate them with the new armor system to have everything we need.

[h3]And what about weapons? Can we have new weapons in the futur?[/h3]
The new armor system makes it much easier to integrate new skills, which will make it easier to add new weapons! So yes, it's planned!
Example :

#NotGaren

That's it! Thank you a lot for your patience and your support and don't be shy, come on your Discord!
[h2]http://discord.gg/planetcentauri[/h2]