[Release] Version 0.9.0 - New combat for Vampire-tier patrons!
Hello everyone, Corintio here!
This patch is a continuation of what we have been releasing to the royal blood during this month, so if you want a recap you can check in-depth the other changelogs here:
But to sum things up: On preview 1 we redid the way the breast slider work so we could add physics, and on Preview 2 we started to add the new combat system and two new hairstyles. You can see the controls of the new combat there =)
I’m especially really proud and happy about how the combat is turning out, and I hope you enjoy it too. So after you see the recap, here is the changelog of this patch:
Changelog Version 0.9.0 - 10/01/2020
Features
A new dialogue between Kalyskah and the guards of Millhaven when she tries to get in the settlement. Right now, this dialogue will trigger once every time you load the game because since it is not 100% done, we are not saving the progress you had on it yet. The dialogue changes slightly depending on the tags of the gear you are wearing, there are currently 3 branches. It can lead to an erotic scene depending on your choices too, the first scene that we did that will actually blend in seamlessly with the story. But keep in mind that this scene is not 100% done yet too.
Enhancements
Improved the responsiveness of the combat: “Parry window” is the 0.5 seconds you have when you enter the guard mode. If an enemy attacks you while the parry window is open, they will be staged. So now we there are many a subtle glowing effect that you will see on both your character and the enemies:
White: You either successfully blocked an attack or your parry window is open
Blue: You parried the enemy, you and he will glow in blue for a while
Red: the attack landed, either on your or on your opponentKalyskah will change her pose a little bit if you move to the sides while fighting with claws or with one-handed weapons, this will make her locomotion feel more fluid
Changes on blocking hits logic so stamina is no longer necessary in case the player is attempting to parry
Nights in Thulgata are brighter, the Karnstein Temple is brighter as well
Fixes
Kalyskah’s default hair no longer clips with her skull
Parring animations no longer overlap, which means that if the player doesn't time the parry properly, he will be punished. With this change, the player can no longer spam parries
Fixed issues caused when actors were snaping out of their working places or beds. This bug was what was causing some NPCs to teleport when you started to talk with them.
Weird materials on clothes that were not the chest piece
Fixed a bug that was making the character upper torso behave oddly
Known issues:
Do not click on the “skill tree” button of the character menu yet. This is a placeholder for something nice we are working in. But if you do click on it by accent and the button to close it on the top doesn’t work, you can still press esc to go back to the main menu or save the game and load again.
If when you load the game you see Kalyskah reverting to her default appearance, deleting the "config" folder inside C:\Users\YOUR_USERNAME\AppData\Local\Kalyskah_RPG\Saved should fix it.
Download
Follow these instructions if you are a patron:
Comments (2)
Personal opinion: the pauses whenever a hit is delivered/received are way too long. To me it makes the gameplay feel choppy. It does look very good overall. I understand that its WIP but one of the biggest complaints players had on combat systems like this is how the enemy can overwrite every single hit you do. In the video for example about half the hits were done while the enemy also delivered a hit. In my opinion it would be much more interesting if there was a "stun" effect whenever you deliver a hit but balanced in a way where enemies cannot be just stun locked until they die. I'm not a game dev but as a player/tester I just wanted to give some personal feedback.
Thank you for your feedback. The frame pause was removed on this version. The enemy also get stagged depending on the attack you landed on him, but since we have not implemented a system where they can block attacks, if they get stagged every time they receive damage, the combat can become way too easy, because you can basically lock them on the damage animation until they die. Heavy attacks will stag them more often though.
