You might also notice that there are new conductivity mechanics with lightning. To start, Lightning got a cosmetic upgrade of it's own, and arcs more chaotically now. Stealth kills also look nice with death animations. You can also use this new muffle to do other stuff, like. Be sure to let them down gently so their clanging armour doesn't make a lot of noise! To go along with your new sneaky stealthy persona, there is now the ability to stealth kill killing the enemy without alerting nearby AI.Ī slice to the neck will cause the enemy to die quietly, and you can also put your hand over their mouth to silence them when you grab them. Crouching is not a factor in the determination of the enemy spotting the player crouching reduces your speed and slow-walking reduces your footstep volume, so you may still find it convenient for sneaking, however it's not essential as you can slow walk while standing. Stealth in B&S U11 works by lightness, darkness, enemy FOV, and sound. Blade & Sorcery's history is now dotted with these type events. This is one of those, "wasn't supposed to be a feature but players really wanted it so it became a feature" features, lol. Oh and on the topic of animation overhaul, it is looking pretty cool in conjunction with death animations! As I say, it's a never-ending game of tweaking! A huge component on it will be the feedback, and that can only be discovered over time.Įven now we are hyper-aware there is work to do rangefinding is the big thing at the moment, and finding the balance between the AI wanting to be ready in defending themselves versus wanting to attack. Let me tell you, as you might imagine when dealing with physics, this is a nightmare task to nail! Please be aware that this is only the first of many iterations of Animation Overhaul, and this will be worked on all the way up to 1.0 release, tweaking, adding stuff, removing stuff, sometimes breaking, redoing, and so on. The secondary goal is to increase the enemy's ability to defend themselves (still a major wip), and then the tertiary goal is to make all animations speeds uniform and set to a speed that is optimal fast enough to be interesting, but not so fast that any reasonable player couldn't parry attacks. Instead, the goal here was to try an make the combat feel more fluid with better back and forth parry and ripostes. The White Whale! By Animation Overhaul, we are referring to a new combat system that attempts to make the combat less stilted, where in the old system the enemy is very clearly playing through an animation, you parry, he staggers, repeat.
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