Tales of Glory - One of the biggest update ever made
EDIT : TOG is on sale - 20% off
Hey All,
TOG beta pushed to main branch with one of the biggest update ever made.
DEMO is not up to date (will be soon)
Changelog below :
1. COMBAT
- Fully reworked physic following feedback to be less jitter / less jelly
- Ability to switch in option between action or realistic 2H weapon handling
- Better grabbing & possibility to throw the enemy away based on npc velocity & controller velocity
- Better blocking of weapons for you and for enemies
- Enemy stuttering when on ground issue mostly corrected
- Reworked warlords
- Grabbed enemies will now collide with everything (enemies weapons, limbs, ect) so they can be used as human shields
- Better enemies Horse collision & behavior
- Better horse algorithm - Cavs will charge more often than going into close combat
- Npcs tripping when hit by player projectiles
- Horses will take damage from player if player standing still (with a spear for exemple) and horse in charging in
- Swarm algorithm making it more difficult for players when facing multiple opponents
- 4 new warlords joining the family
- Hardcore mode : Press X ingame to activate / X to deactivate ... i haven't tested it so it might sucks but all soldiers will almost have blocking/dodging ability of warlords and increased aggressivity. You will still be able to kick, grab, punch, headbutt & all them...
2. WEAPON SYSTEM
- All weapons converted to a full new damager system.
- Weapon can be used on dual side (ex: ypu can use the blunt side or pointy tip of the bec de corbin)
- Weapons have multiple damage zone with damage type. Using correctly the weapon will apply full damage (ex: sword cut / stab). Hitting enemy with wrong zone will do basic damage (sword flat blade part hit)
- Stabbing & cutting mechanic has been fully reworked to allow multiple stab /cut angles
- 2 Hand grab mechanic has been fully reworked to allow dual side use
2. SPELLS ADDITION
- 12 spells in total, in 3 tiers for each element (Wind, Fire, Earth, Lightning)
- Wind spells drop enemies
- Fire spells kills all type of enemies
- Earth spells kills non armored & drop plate armored enemies
- Lighning speels kills plate armored enemies & drop non armored
- Each tier will have higher impact zone but higher cooldown too
- All spells are locked
- Spells can be unlocked looting runestones in procedural dungeon chest
- Friendly fire on Spells
- Added stamina Draw when casting spells depending on spell tier
- Spell lights added to infiltration algorithm so they will be used like any other light in player visibility compute
Spell selection :
- Maintain left trigger + click left stick in center position to toggle on spell selection. while maintaining trigger, move stick left up down or right.
- All available spells can also be casted directly through Voice Recognition with no config to make, just... by saying their little name.
Spells by tier :
Wind : Besholm - Paragosy Avanagh - Yetaman Asi
Lightning : Bangum rayava - Klemayo minta - Marakenapo
Fire : Venomus - Zemana Aztilin - Flensolla
Earth : Lux Aurium - Partus aventium - Onna Shayalam
Unique weapons can cast Spells
3. DUNGEONS
- Dungeon chest looting system created and added to standalone dungeons & campaign.
- If you gain coin or EXP, it won't do anything outside of campaign. In camapign, this will be added to quest reward.
- If you gain a runestone, it will unlock a new spell tiers in or outside of campaign.
- The chest in lobby is functionnal and can be looted each time you go in lobby
- New Dungeon rooms semi open / exteriors
- New Caves rooms & corridor in dungeon
- New Full exerior "rooms"
- Better dungeon torch
- Full lighting reworked
4. MAPS
New HOLD map called Ruins
Revamped Bridge Map
Revamped Mountain Castle Map
Revamp of Woodcamp (lighting, skybox, Fog)
Revamp of Stronghold map
- Arrival by boat stuttering corrected on Mountain Castle, Beach & Dock map
- Corrected some pathfinding issue on WoodCamp & other maps
- Ram/Catapult/Siege tower will stop working if not enough ppl to use them (if you kill them)
- Flickering water issue corrected on all map
5. ORDERS
Troop formation addition with 4 formations available now : Standard 2 lines, Single Line, Square, Spread
- Zone pointer for orders only displayed when needed (Guard, Rush, Shieldwall, ArrowWall, Pikewall)
- When zone pointer on, a Position Preview is displayed based on current formation
- Cycling thought formation is done by pressing left trigger when preview is ON.
- Formation can be set for Guard & Rush orders and all Special Walls Orders
- Reworked bonuses for special formation (shield wall defense bonus, spike wall damage bonus, cav charge damage bonus + new cav charge epic trample effect)
- Cavalry charge reworked with more realistic line around the player, improved position on uneven terrain, and better charge effect
- All orders now support increased elevation delta (5m difference)
- Small change on guard order algorithm :
Npcs will keep their position unless an enemy is 5 meters close (25 for cavs) or unless targeted by a range enemy.
Archers and skirs will continue to engage enemies while staying in guard position
5. MISC
- Big cleaning on script to gain memory & perf
- Big campaign bug corrected on autoresolve score computation
- Campaign Special NPCs/Bodyguard check : small damage boost and some small issues corrected
- 6 new views for spec cam
- Spec cam rotation issue corrected
- Spec cam rendering helmet in 1st person issue corrected
- Opening SteamVR Overlay won't drop weapons
- Dark knight spawning in arena
- 4 new lobby music (random)
- Disabling hand physic when tracking lost to prevent physics going nut
- More blood on ground from bloodsprays
- Different pain sound for avatar VS npcs so you'll learn when you're hit
- Custom track can be added to the music playlist : Create a CustomTrack folder under Streamingassets/ and drop your tracks there. Compatible format are wav or ogg (believe me or not, unity can't import mp3 in 2021....)
- Skip track button added to ingame menu
MODS.
TOG now support full moddings for making custom weapons / script
Ingame Console added for modders
- Data contracts on mods desc fils
- Custom weapon SDK published
- Mod shrine added to all battle maps + dungeons (still to deploy in special modes Hold, Infil, etc)
Modding will be improved over next update to give even more power to modders
Cheers,
Jay
Hey All,
TOG beta pushed to main branch with one of the biggest update ever made.
DEMO is not up to date (will be soon)
Changelog below :
1. COMBAT
- Fully reworked physic following feedback to be less jitter / less jelly
- Ability to switch in option between action or realistic 2H weapon handling
- Better grabbing & possibility to throw the enemy away based on npc velocity & controller velocity
- Better blocking of weapons for you and for enemies
- Enemy stuttering when on ground issue mostly corrected
- Reworked warlords
- Grabbed enemies will now collide with everything (enemies weapons, limbs, ect) so they can be used as human shields
- Better enemies Horse collision & behavior
- Better horse algorithm - Cavs will charge more often than going into close combat
- Npcs tripping when hit by player projectiles
- Horses will take damage from player if player standing still (with a spear for exemple) and horse in charging in
- Swarm algorithm making it more difficult for players when facing multiple opponents
- 4 new warlords joining the family
- Hardcore mode : Press X ingame to activate / X to deactivate ... i haven't tested it so it might sucks but all soldiers will almost have blocking/dodging ability of warlords and increased aggressivity. You will still be able to kick, grab, punch, headbutt & all them...
2. WEAPON SYSTEM
- All weapons converted to a full new damager system.
- Weapon can be used on dual side (ex: ypu can use the blunt side or pointy tip of the bec de corbin)
- Weapons have multiple damage zone with damage type. Using correctly the weapon will apply full damage (ex: sword cut / stab). Hitting enemy with wrong zone will do basic damage (sword flat blade part hit)
- Stabbing & cutting mechanic has been fully reworked to allow multiple stab /cut angles
- 2 Hand grab mechanic has been fully reworked to allow dual side use
2. SPELLS ADDITION
- 12 spells in total, in 3 tiers for each element (Wind, Fire, Earth, Lightning)
- Wind spells drop enemies
- Fire spells kills all type of enemies
- Earth spells kills non armored & drop plate armored enemies
- Lighning speels kills plate armored enemies & drop non armored
- Each tier will have higher impact zone but higher cooldown too
- All spells are locked
- Spells can be unlocked looting runestones in procedural dungeon chest
- Friendly fire on Spells
- Added stamina Draw when casting spells depending on spell tier
- Spell lights added to infiltration algorithm so they will be used like any other light in player visibility compute
Spell selection :
- Maintain left trigger + click left stick in center position to toggle on spell selection. while maintaining trigger, move stick left up down or right.
- All available spells can also be casted directly through Voice Recognition with no config to make, just... by saying their little name.
Spells by tier :
Wind : Besholm - Paragosy Avanagh - Yetaman Asi
Lightning : Bangum rayava - Klemayo minta - Marakenapo
Fire : Venomus - Zemana Aztilin - Flensolla
Earth : Lux Aurium - Partus aventium - Onna Shayalam
Unique weapons can cast Spells
3. DUNGEONS
- Dungeon chest looting system created and added to standalone dungeons & campaign.
- If you gain coin or EXP, it won't do anything outside of campaign. In camapign, this will be added to quest reward.
- If you gain a runestone, it will unlock a new spell tiers in or outside of campaign.
- The chest in lobby is functionnal and can be looted each time you go in lobby
- New Dungeon rooms semi open / exteriors
- New Caves rooms & corridor in dungeon
- New Full exerior "rooms"
- Better dungeon torch
- Full lighting reworked
4. MAPS
New HOLD map called Ruins
Revamped Bridge Map
Revamped Mountain Castle Map
Revamp of Woodcamp (lighting, skybox, Fog)
Revamp of Stronghold map
- Arrival by boat stuttering corrected on Mountain Castle, Beach & Dock map
- Corrected some pathfinding issue on WoodCamp & other maps
- Ram/Catapult/Siege tower will stop working if not enough ppl to use them (if you kill them)
- Flickering water issue corrected on all map
5. ORDERS
Troop formation addition with 4 formations available now : Standard 2 lines, Single Line, Square, Spread
- Zone pointer for orders only displayed when needed (Guard, Rush, Shieldwall, ArrowWall, Pikewall)
- When zone pointer on, a Position Preview is displayed based on current formation
- Cycling thought formation is done by pressing left trigger when preview is ON.
- Formation can be set for Guard & Rush orders and all Special Walls Orders
- Reworked bonuses for special formation (shield wall defense bonus, spike wall damage bonus, cav charge damage bonus + new cav charge epic trample effect)
- Cavalry charge reworked with more realistic line around the player, improved position on uneven terrain, and better charge effect
- All orders now support increased elevation delta (5m difference)
- Small change on guard order algorithm :
Npcs will keep their position unless an enemy is 5 meters close (25 for cavs) or unless targeted by a range enemy.
Archers and skirs will continue to engage enemies while staying in guard position
5. MISC
- Big cleaning on script to gain memory & perf
- Big campaign bug corrected on autoresolve score computation
- Campaign Special NPCs/Bodyguard check : small damage boost and some small issues corrected
- 6 new views for spec cam
- Spec cam rotation issue corrected
- Spec cam rendering helmet in 1st person issue corrected
- Opening SteamVR Overlay won't drop weapons
- Dark knight spawning in arena
- 4 new lobby music (random)
- Disabling hand physic when tracking lost to prevent physics going nut
- More blood on ground from bloodsprays
- Different pain sound for avatar VS npcs so you'll learn when you're hit
- Custom track can be added to the music playlist : Create a CustomTrack folder under Streamingassets/ and drop your tracks there. Compatible format are wav or ogg (believe me or not, unity can't import mp3 in 2021....)
- Skip track button added to ingame menu
MODS.
TOG now support full moddings for making custom weapons / script
Ingame Console added for modders
- Data contracts on mods desc fils
- Custom weapon SDK published
- Mod shrine added to all battle maps + dungeons (still to deploy in special modes Hold, Infil, etc)
Modding will be improved over next update to give even more power to modders
Cheers,
Jay