Lots of subtle changes, fixes, and improvements. Some things were moved to more appropriate menus, some things work generally better now.
Improved sound mixing, UI and music fits better into the mix of things and aren't effected by reverb.
Interactives updated and working, Multiplayer menu has updated titles and descriptions.
//GAMEPLAY
"Hunger" perk has been updated. Now increases stamina regeneration speed along with its previous - increase blood regen after a kill.
Stamina regenerates slightly faster by default. Stamina use/depletion is slightly slower during flight but will be depleted as well via sprinting. Sprinting, as a varied way of moving, was already in the game but its implementation was taken out for the demo because it wasn't 100% ready.
Health regeneration is slightly harsher, does not regenerate when you are burning or frosted.
Thauma breath lasts for shorter duration and uses slightly more thauma. Thauma regenerates slightly faster by default and "Starblood" perk has a slightly increased effect.
New Perk! "Deflection": Take half as much projectile damage.
All Perks from the initial design are included in the class/player setup menu now. The next few are being put together.
FOV is a little bit wider, it's easier to look up now.
Player can now sprint! By default, walking (now considered crawling) is slower, but sprinting doubles your overall speed. "Raptor" perk has now been fixed to directly affect those speeds. Also increases flight acceleration and rate of rotation during flight.
Jumping has been updated. Fall damage is no longer taken from high jumps, jumping while sprinting propells the player forward, like a forward leap.
New Perk! "Serration": additional melee damage (1.5x).
New Perk! "Ghost": undetected under crosshairs, silent movement and flight.
New Ability! "Territory Rune": place down a thauma-infused territory marking. Any opponent entering proximity of this will immediately take damage. There is a small chance that this will cause instant death. (This promted critical damage being possible for other attack methods).
Adjusted thauma projectile speed. Now is slightly slower, accounts for a stronger gravity, but is more visible. Also bots and players had slightly different speeds, which wasn't noticed before somehow. Fixed!
Hovering "flapping" motion is triggered by a slightly larger minimum speed. Might end up costing stamina, but has to be worked/thought over.
Death indicators added. Now, when a player on your faction is killed, a mark will appear on your HUD lasting about 30 seconds, indication the area of the kill.
"Carnage" mode adjusted to designed 3v3 play. Bots spawn accordingly.
Gamepad support in-game (not yet ready on the UI)! Xbox, Playstation, and most third-party designs should work.
AI is able to use all Perks now.
All thauma types are now on the Player setup menu, still missing some artwork.
Factions are now Sun vs Moon (Red vs Blue were placeholder names).
Made AI a bit tougher. They can now sense movement at a greater distance and have a wider field of persective.
All designed perks are in the game. New ones may be created later on.
Crosshairs detecting enemies works a bit better.
Esc button on menus got an update, works with gamepads now too.
Flight Burst cooldown is MUCH shorter, player is able to use it more often.
Bloodsight lasts for 12 seconds now, but has much longer cooldown.
Ability on HUD will be disabled when your ability cannot be used.
AI now uses all four thauma types (fire, frost, shock, and acid).
Improved use of Territory Rune.
Improved arrangement and readability of UI elements.
Improved mechanic blocking (can't use thauma during flight burst, can't spawn a Rune in the air, ect.).
Ore and Spirit progression system is all set up.
//ART/CONTENT
Two new maps are ready! (with the exception of a few cosmetic things)
Bounds blocking volumes added/fixed on new maps, Dust and Eden.
Fog and post processing put together on Dust. Already done on Eden.
Spawn points and game mode set up on Dust and Eden.
Bounds blocking and scene set up for fourth map, Spine.
Removed excess foliage, made Dust details better, final lighting for both Eden and Dust built! (not touching those maps again until the rest are done)
Acid and Electromagna thauma types added! You can now shoot acid or electricity if fire and frost aren't your thing.
Maps 4 and 5 are at least 70% put together, map 6 needs blocking but aesthetic and design is ready.
Interactive updated - Multiplayer menu has updated titles and descriptions.
Maps 4 and 5 are done and all maps are in rotation!
New UI elements.
Skyfear - September 2017 Log, All Changes / Updates / Development | Ecency