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Steam News3 November 20232y ago

Builds 136-140 Update List

CoA Build 138-140 summary: Zombies can zombify other humanoid units Allow ranged units to fire out of trenches/defilades and generally target enemies better Fixed zombies spamming damage and made AI fist melee much more

Full notes

Full Cry of Athena Battle Simulator update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

8 fixes1 addition10 changes0 removals
  • Balance
  • Fixes
  • UI and audio
  • Gameplay
  • Workshop
fixedFixed zombies spamming damage and made AI fist melee much more polished and reliable
changedAI punches do 1.5x headshot damage instead of 20x (multiplier was like a bullet previously)
fixedMelee AI damage others more reliably and fixed damaging others even when not attacking
fixedFixed Orcs Having Human Charge Vocal
fixedFixed non-vr player character slow motion not slowing sounds, slightly sped up slow motion
fixedFixed footsteps overriding other sounds

Cry of Athena Battle Simulator changes

fixedFixed zombies spamming damage and made AI fist melee much more polished and reliable
changedAI punches do 1.5x headshot damage instead of 20x (multiplier was like a bullet previously)
fixedMelee AI damage others more reliably and fixed damaging others even when not attacking
fixedFixed Orcs Having Human Charge Vocal
fixedFixed non-vr player character slow motion not slowing sounds, slightly sped up slow motion

CoA Build 138-140 summary:

  • Zombies can zombify other humanoid units

  • Allow ranged units to fire out of trenches/defilades and generally target enemies better

  • Fixed zombies spamming damage and made AI fist melee much more polished and reliable

  • AI punches do 1.5x headshot damage instead of 20x (multiplier was like a bullet previously)

  • Melee AI damage others more reliably and fixed damaging others even when not attacking

  • Non-VR player flying camera moves faster

  • Fixed Orcs Having Human Charge Vocal

  • Fixed non-vr player character slow motion not slowing sounds, slightly sped up slow motion

  • Fixed footsteps overriding other sounds

Advanced injuries:

  • When legs are dismembered, units will still be alive but struggle to stand back up, eventually bleeding out

  • Shooting arms/hands off will disarm units and make them use their fists instead

  • Units run around when on fire and cannot attack

  • Explosions overhaul - explosions do tiered damage depending on distance: if close then likely death, if medium distance then likely to dismember legs but they are still alive, and if further then only knocks down units.

Dev notes

Major improvements to how injuries are handled in a first of a series of many upgrades to the injury system. Zombification has returned. Much more content and features to come.

CoA Build 137 summary

  • Substantial VR melee rebalancing: bladed and blunt weapons do more appropriate damage

  • Units are more easily dismembered by fast swings of bladed weapons

  • Stabs do much more appropriate damage (very little damage previously)

  • Allow destructible debris to damage units it hits

  • Fixed getting stuck on save screen for non-VR

  • Fixed Quick/Auto Saves not appearing in list

  • Player speed slowed slightly

Dev notes: This is the first of more melee balancing and improvements to come, as always feel free to give feedback as it evolves.

CoA Build 136 summary:

  • Great hammer significant upgrade/rebalancing: now launches and dismembers enemies

  • Added Tartarus Music: "Three Headed Hound"

  • Decreased Size of Blood Decals

  • Zombies don't stunlock themselves when attacking

  • Fixed "Effects" graphics setting not appearing

Dev message to players: Reminder that the demo will not be around forever in its current form with the amount of content it has, check out the previous announcement for details. Come join us in the Discord to discuss the game and what's next.

Source

Steam News / 3 November 2023

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