Full notes
Full Mortem: Fallen Kingdom update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Events
- Performance
- Fixes
Garrison Testing
Garrison attack can now be testing. This is unlocked through the main story line or you can select Garrison test on the main menu and wait a few seconds to be teleported
Nightmares
Nightmares have new models, new animations and attack patterns. They are very much WIP but feedback on their current state would be good
Player Combat
Action and mana bars. Action and mana abilities will now use one section of mana or action sections. Stamina is only used for blocking and dodging (and sprinting but this is disabled at this stage)
I have changed a couple of combo moves and added a third heavy attack in the combo to help mix up your attacks and come up with some more combos to get good damage and stagger on the enemy when lined up
Added friendly AI (currently they help you in a fight within a garrison)
Updated inventory icons to reflect the weapon or armour piece you have picked up
Armour stats are now applicable in combat for the player
Execute – Enemy health bar will change colour when lower than 35%. Parry an attack and press E to execute. This will regenerate magic and health.
Elites
Elite enemies will have a yellow health bar
They have stronger armour and can be usually easily spotted being bigger than other AI
They have different move sets with powerful heavy attacks that can knock you down
AI Randomisation
I have implemented a system that randomly generates armour pieces and weapon combos for friendly and enemy AI so they don't all look similar
AI Intelligence
I have made the AI smarter again, especially in larger scale fight. Numerous systems are in place to check enemies death state, if the player is attacking them, how many targets an enemy has to avoid over crowding them and the list goes on
AI will now try to adapt to your playstyle. If you are playing defensive they will use shield breaking abilities or stamina draining ones. If you are playing at a distance, they will charge or use abilities to close the gap.
Interiors
Finally made a solution to dark interiors due to dynamic lighting instead of placing fake lights that doesn't work with a time of day system or candles.... Now you enter a building and a interior post process will take over making inside the building look how it should! (This is currently disabled and will be added in a hot fix shortly)
Compass
There is now a compass to assist the player in getting their bearings and reading quest text
Quest Design
Quests are now split up in the main and side quests. Main quest will appear on you log tracker. Side quests will remain hidden and it is up to the player to read the quest dialogue and decide if they wish complete it. Completing side quests and bring rewards, but also change how the main story plays out
VFX updates
Added new blood effects
Added new parry impact effect
improved performance on ragdoll with decapitation and the new blood effect
General fixes and improvements
Made general improvements to lighting and shadows
Fixed a bug that causes combos to stick when you haven't attacked in awhile
Fixed a bug that causes to combo to remain on the same animation when
Source
Changelog.gg summarizes and formats this update. How we read updates.
