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February 24, 2023

Brawler v0.132 outfit destruction, progression, cave stage

Download HERE.

Started work towards progression system in Brawler and Versus mode. Maybe even backport these back to CATC?

Some highlights of this build:

Expanded game internals to handle custom damaged/destroyed outfit models. I added damaged/destroyed layers to the following sets:

There is also a destroyed layer for all 3 sets that I cannot show in a public post.

Added save/load slots:

Added experience gain:

Added a new weapon moveset (spear), goblin enemies and a new Cave stage that is work in progress:

Changelog:

  • Added new destructible outfit mechanic - outfits can now be defined with damaged outfit models which are then displayed at specificed outfit damage levels

  • Added destructible models for the following 3 outfit sets: cybersuit_baselayer, battlesuit_baselayer and battle_suit_alt_baselayer

  • Deprecated the cybersuit, battlesuit, battlesuit_alt outfits (use baselayer version + attachments instead)

  • Added save/loading slots - players can now choose which slots to save to/load from. The saves are located in %appdata%/Roaming/enlit3d/brawler

  • Game will now auto save at completion of every stage

  • Added exp gain when completing stages

  • Added leveling bonuses when enough exp is earned (10% HP and 10% damage per level)

  • (Stat allocation, passive talent selection, skill selection etc to come)

  • Added new mechani: .stats.staggerClass and .stats.staggerHealthRatio, these provides stagger immunity from enemies with lower staggerClass until a certain porportion of health damage is taken from a short time

  • Player characters now uses .stats.staggerClass and .stats.staggerHealthRatio instead of .stats.flinchResist - now immunity from staggering from mobs until 20% of health damage is taken in a short period

  • Mob enemies now have .stats.attackCooldown of 6 seconds (from 3 seconds)

  • Grab-Throws: now characters throws to the direction of input, for example, with left button held, pressing guard when grabbing someone will throw them to the left

  • Pressing guard when grabbing someone without a direction input will do a quick release instead for when you dont want to throw them

  • Added spear weapon moveset

  • Added first goblin enemy

  • Added WIP Cave stage with goblin and slime enemies

  • Holding down Guard button will now cause the character to block forever as long as the button is held down

  • Added new feature to embed image data via base64 encoding

  • Savefile now embeds a preview image (currently of leader unit's portrait)

  • Added new RESIST_GRAB animation: "hold_sitting_from_behind_resisted" (incomplete version was in game by accident)

  • Default stat is now 10 (from 5, cosmetic change only)

  • Fixed camera is moveable on the game menu screen

  • Fixed a (rather critical) bug that caused attacks to not linger as it should, causing it to miss targets when it shouldnt

  • Removed redundant weak hitboxes for the 1handed (sword) attack animations

  • Fixed a possible game crash when spawning civs that starts grabbed by an enemy

  • Fixed a bug where a character can get stuck in the defeated animation when struck by an enemy while in the ground and that attack does not knock the character into the air

  • Updated sword weapon attacks to use .damageMultiplier rather than a flat damage value

  • Updated pistol weapon attacks to use .damageMultiplier rather than a flat damage value (pistol mobs now deals less damage, no change for player character)

  • Added AbilityEffect - SpawnParticle .lingerUntil field for better control over weapon swing trails

Comments (2)

A
Anon149 · March 2, 2023

+1 for the CATC backport.

w
wanderer · February 25, 2023

ranged enemies will move off the map to shoot at you and the ai companions will keep them there by standing at the edge of the screen, not balanced for solo play at least for me. i do like the destructible clothes feature though and im looking forward to that coming to versus. i also couldnt figure out how to drop the gun once i had it, so when i ran out of energy i could no longer attack