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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.


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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

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[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]

New patch! New UI for the inventory/Chest - Little rework of the shadow armor

ps : if you can't create a character, relaunch steam you should have a quick patch to download who will fix your problem.

Hello!

I know, you expect new content or big improvement, it's normal but we have to fix the bugs and developing internal tools for engines (wich will allow us to prepare future major content) first. It takes a little time and is unfortunately invisible to you.

But get ready for the next patch, it will make a major change to the game that will make the gameplay much more dynamic and interesting!

Adds:
  • Inventory and chests use the new user interface engine
  • Take all, sort, stack, and "put the same items" options added to chests
  • Save is now async, so it should no longer freeze the game
  • Automatic world backup system
  • You can stop fire with the sword
  • After an error screen, you can return to titlescreen with Esc


Fix:
  • Shadow armor reworked
  • Small windmills can crash the game
  • Random crash when loading a world should be fixed
  • Random crash when you quit the game should be fixed
  • Sometimes, the jungle background appears when you load a world


Changes:
  • Big rework and refactoring of the internal engine



And don't forget our Discord!
http://discord.gg/planetcentauri


Have a nice day!

A 10% promotion for a few days to say goodbye to holidays!

And don't forget our beautiful discord!
http://discord.gg/planetcentauri

Shadow magic - New scepters - SFX - forest rework & fixes!



Hello! it's time to eat so I will not waste time with useless words, have fun!

Adds
9 new scepters (shadow magic)
New magic on the customizable magic (shadow orb magic,
with the 'ghost' option and 'follow target' motion)
Many missing sfx added (blocks, ores, scepters, etc...)
Reworked forest surface
Small rework of alchemy crafts
Small rework with particles indication when you can't capture a monster

Fixes
Dino cave: portal to T-Rex boss is not generated, zone is destructible
(requires new world)
Monk entrance is destructible
Multiplayer: client crash with transmutation table, and polishing machine
Alien portal don't work if you want to return to the monk room
Fire in magic preview burn dirt blocks
If the player try to burn dirt blocks he can take damage if he touches it
When snake door is opened, blocks are destroyed but still visible
Sometime contact with unloaded chunks burn (like we're in lava)
Some crops are not visible when planted

New patch! Finally! Water and fire!

Adds
Fire propagation: wooden blocks can catch fire if you use fireballs on them. You can use ice magic (or rain) to put out the fire.
Dynamic fluids, water on caves, surface lakes. Be careful not to drown yourself!
New procedural engine:
Fully customizable with json configuration files
Manual patterns can be used to generate precise biomes structures, with
precise water areas, cavern entrances...
Manual structures (made in the game in building mode) car be generated
Customizable trees and lianas generation on surfaces
Fully customizable cave system, with the ability to generate manual structures,
donjon entrances, liquids, etc...
System of "underground surfaces" like hell
Fluids are simulated before entering the game

Changes
Added bubbles on lava
Optimized networking: netplay messages are now compressed
Replaced world generation with the new procedural engine,
the plains should be more interesting to explore.
Engine: all "in code" biomes parameters are now in configuration files,
which makes it possible to create new biomes using mods
Engine: inherited biomes, to simplify the surface generation with custom zones

Nb
Fire propagation will be used later for traps and new mechanics.
All biomes are not yet reworked, only the plains are using the new
pattern engine. Next patchs will rework other surface biomes, and maybe even hell.
The new procedural engine is not fully completed, some parameters don't exists yet like the ability to change dirt and rock types for caves, or the ability to generate unique objects (like the phenix sword).
A tutorial for world modding will be added later


Water texture is temporary


Fire! Fire!


Do not forget our beautiful Discord!