Full notes
Full Mortem: Fallen Kingdom update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- UI and audio
- Gameplay
- Performance
Hi all,
As you may or may not know, we recently reached the semi finals for the Unreal Engine European WN Dev Contest. To give the game the best possible chance getting into the finals I have been working on bug fixes and improvements to the current build. This patch is mainly for fixes and has included some additions I was already working on. The next patch will be more content rich as voted for on the Discord channel.
New UI (WIP) I have been wanting for a long time to update the UI to get rid of the awful placeholder icons and design previously. I have implemented new hotbars, health/stamina and adrenaline bars as well as a new inventory. The inventory took a long time as I had to re-write some inventory code to account for the separation within the inventory categories. The UI is still a WIP and needs fleshing out when I turn on other RPG systems
Option From a large request, a full options system has been implemented, this can be accessed via the main menu or pause menu. The settings will automatically save and you can press "Auto Detect". This button hasn't been fully tested out on lower end pc's to see what settings it suggests, so may need tweaking (I have my settings set to Epic and it sets them as Epic). Unfortunately remappable hot keys hasn't been added and will be in the next patch!
Finishers A few finishers have been added with a lot more in the pipeline. Currently there is one finisher for one hand sword, one hand axe and two hand weapons. There are two ways to execute a finisher 1. Parry an enemy who's health is below 30% (health bar is purple) and the execute prompt will display to press "E" 2. Break an enemies shied causes them the stagger. Currently the prompt will only display if the enemy's health is below 80% (therefore taken some damage before their shield being broken)
As finishers cause players to lose control of their character, AI will not attack the player during this period and any damage already incoming will be ignored.
Other additions - Shield magic skill (key 2) has new VFX and absorbs arrows and magic projectiles - New bow and arrow meshes added - New skill icons - Auto save will save the game every 5-10 minutes
Bug Fixes - Fixed a collision issue that sometimes caused enemies to seem to disappear - Fixed the fort cinematic camera sometimes not playing - Load button now correctly checks the right save file name - Quests correctly save game - Save waypoints updated with the new save file name and will correct save the game - Equipping a weapon from the inventory will now correctly update their relevant skill - Fixed a collision issue that caused using the arrow volley to sometimes cause a crash - Fixed the arrow volley to correctly apply the skill damage (previously only applying arrow damage) - Fixed AI logic whereby when their shield has been broken they will no longer attempt to use shield abilities - AI archers will now correctly keep their distance and continue to back away until the player is too close. (Archers decided to approach the player too much before firing) - Fixed a collision issue with the troll that caused them to get stuck and sometimes sent into orbit. - Tweaks made to shadows and indirect lighting to improve shadows and dynamic lightings.
Source
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