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Tales Of Glory News

Main game & demo updated

Hey all,

Main game & demo have been updated.

Changelog below with a big work on physic :
- Bug corrections
- Work on NPC physics / Off balance
- Work on recoil on hits
- Transition between scene
- Weapon model replacement
- Better cavalry charge
- Calling Horse
- Stamina almost empty audio indicator
- New javelin model
- New bec de corbin model

As i've found out new clues on better physic, i'll still be working on this for next update

NEXT UPDATE
- Migration to Unity 2019.4 LTS
- New formation through Voice control
- Woman bodyguard voice
- Add load game to main menu
- Emphasize "Being a bannerlord" in TOG Campaign (with quest & dialogs additions)
- Possibly New UI (Annoucements to be made soon)
- Add custom settings for dialog text display to improve readability
- Add some quick non battle quests on campaign
- Change damage indicator for avatar
- Better cut limbs
- New game Mode : Protect the villagers - full physic environment

Cheers,

Jay

New update incoming

Small preview of the incoming update...

[previewyoutube][/previewyoutube]

Tales of Glory - Big update incoming

Hey all,

Main game and demo will be updated in a few hours... Following content is available now in public beta





ChangeLog :

- Bug correction (see #known-bugs )
- Add setup screen for custom hand position & rotation (Done)
- Enhance second hand grab - floaty hand (Done)
- Rework trading (Done)
- Continue physics enhancement : Stiffer bodies, Impact propagation on limbs, Staggering V1 (Done)
- Float values on campaign for gold (Done)
- Turn horse with controller stick (Done)
- Change Body Locomotion to Gaze Locomotion (Done)
- New controls (Done)
- Better Stabbing (Done)
- Changing savegames path to something not breaking the game (done)
- Small surprise feature (Done)
- Head smashing with blunt weapons on enemies not down (but with no helmet) (Done)
- Down enemies are not instant kills when hit but damaged X2 (Done)
- Better grabbing (Done)
- Enhanced Throwing with aiming where you look (Done)
- Improve AI to prevent enemies to clump together - AI will circle you better now (Done)
- New Lobby (Done)
- Smooth transition between physic & animated state for combat and getting up (Done)

Hope you'll enjoy it

Jay

Main game and Demo updated - Global combat & physics overhaul

Hey all, here's the changelog :

Global physics & combats overhaul with a rewrite from scratch of my physics framework & AI with :
- Better npcs body movement & better reactions on impact -> impact on cav when hitting them in the head with a lance is sick !
- More agressive NPCs
- Better parrying
- Mixed parrying : units with shields can attack while blocking
- Special physics "stabbed" state where npcs will still attack you (but with very slow reactions & damage done)
while your blade is stabbed in a leg, or chest..
- Small decrease of minimum stabbing force treshold
- Better openings : you'll be able to really push away your opponent weapon/shield by hitting hard, creating openings in his defense

This is done on all NPCs including villagers & Warlords / Black Knights


Global Difficulty/Damages overhaul :
- Difficulty level adjusted
- Damages adjusted
- Weapons with 1st level of quality doing almost no damage bug fixed

Weapon Handling :
- Left handed Toggle grab cannot pickup weapons bug fixed
- Keep Pressed Grabbing : pressing grab outside of a collider (ex: weapon) then moving your hand over it won't grab it anymore.
This should prevent grabbing unwanted things
- Added colliders on your horse neck/head when mounted so weapons won't go through
- Throwing of axes, javelin & daggers reworked

Campaign :
- Added additionnal colliders on campaign map Forts to prevent the avatar to go inside & stay locked
- Casualties count error on battle result screen when having bodyguards corrected
UI changes :
- Difficulty level & Npcs number params put on main screen in game menu
- Leaderboard buttons hidden by displayed leaderboard bug fixed
- Added "Campaign Controls" screens with big letters in the campaign with all the available controls (Free, Fly, rotate map, etc) so people will eventually find they can zoom in/out

Infiltration :
- Spatial sound reworked
- Blocked Path bug corrected
- Bug on dead bodies visibility & light check fixed

Other bugs :
- Order system bug when enabling voice recognition with keywords not correctly set fixed

I think that's all

Cheers,

Jay

Update tomorow - Combat & physics on steroids

Hey all,

Following the first feedbacks from yesterday, i've restarted from scratch and put the Physics & Combat AI on steroids :
- Better impacts
- More agressive NPCs
- Better Parrying
- Parry & Attacks combined

here is the result
[previewyoutube][/previewyoutube]

Npcs are gonna kick your ass... ;)

This should be up tomorow along with some bug corrections

Cheers,

jay