Hello explorers of Utgardr, another patch is live and here below are the changes made to the game: Few UI, texts and typos fixes, synched with the new text style; - Thyra now looks less sweaty; - Animation and transitio
Full notes
Full Project Utgardr update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello explorers of Utgardr,
What changed
1 fix2 additions0 changes0 removals
UI and audio
Gameplay
fixedFew UI, texts and typos fixes, synched with the new text style; - Thyra now looks less sweaty; - Animation and transition fixes and smoothing; - First jump animation now appears only in idle; - Crouch head back bone disabled; - Crouch camera rotation extended; - Head bobbing movements 1% increased; - Head animation constraint increased so that the head bone views in front; - Crouch animation blend to less fast; - Camera sensibility setting ranges decreased; - Camera vertical pitch rotation bug solved where it entered in gimbal lock, vertical speed decreased to fit horizontal speed; - Camera position and max look up degrees range increased (90, -48); - Activable objects detect range increased; - Jump force 10% decreased and jump z velocity increased. Thyra jumps higher; - Fall damage distance slightly increased, ground offset removed, fx and debuff increased; - Air control in falling increased; - Run speed and accelleration increased; - Climb up and hands IK less inaccurate and less hand deformations; - Jump idle sound now works; - Landing sound check implemented (it happens not on every jump) and footsteps are less inaccurate; - Crouch jump bug where when you are crouched you could jump and hear the jump voice, solved; - During walk and crouch hairs on camera fixed; - Directional light intensity slightly decreased and post process exposure changed the type and intesity increased; - Rebuilt collision meshes on some meshes/rocks to simplify character's jittering and collisions performance; - Small world edits;
addedHere a preview of the new jumps of Thyra...
addedP.s: The new zone has been reallocated to the next week. Be ready.
Project Utgardr changes
fixedFew UI, texts and typos fixes, synched with the new text style; - Thyra now looks less sweaty; - Animation and transition fixes and smoothing; - First jump animation now appears only in idle; - Crouch head back bone disabled; - Crouch camera rotation extended; - Head bobbing movements 1% increased; - Head animation constraint increased so that the head bone views in front; - Crouch animation blend to less fast; - Camera sensibility setting ranges decreased; - Camera vertical pitch rotation bug solved where it entered in gimbal lock, vertical speed decreased to fit horizontal speed; - Camera position and max look up degrees range increased (90, -48); - Activable objects detect range increased; - Jump force 10% decreased and jump z velocity increased. Thyra jumps higher; - Fall damage distance slightly increased, ground offset removed, fx and debuff increased; - Air control in falling increased; - Run speed and accelleration increased; - Climb up and hands IK less inaccurate and less hand deformations; - Jump idle sound now works; - Landing sound check implemented (it happens not on every jump) and footsteps are less inaccurate; - Crouch jump bug where when you are crouched you could jump and hear the jump voice, solved; - During walk and crouch hairs on camera fixed; - Directional light intensity slightly decreased and post process exposure changed the type and intesity increased; - Rebuilt collision meshes on some meshes/rocks to simplify character's jittering and collisions performance; - Small world edits;
addedHere a preview of the new jumps of Thyra...
addedP.s: The new zone has been reallocated to the next week. Be ready.
another patch is live and here below are the changes made to the game:
Few UI, texts and typos fixes, synched with the new text style; - Thyra now looks less sweaty; - Animation and transition fixes and smoothing; - First jump animation now appears only in idle; - Crouch head back bone disabled; - Crouch camera rotation extended; - Head bobbing movements 1% increased; - Head animation constraint increased so that the head bone views in front; - Crouch animation blend to less fast; - Camera sensibility setting ranges decreased; - Camera vertical pitch rotation bug solved where it entered in gimbal lock, vertical speed decreased to fit horizontal speed; - Camera position and max look up degrees range increased (90, -48); - Activable objects detect range increased; - Jump force 10% decreased and jump z velocity increased. Thyra jumps higher; - Fall damage distance slightly increased, ground offset removed, fx and debuff increased; - Air control in falling increased; - Run speed and accelleration increased; - Climb up and hands IK less inaccurate and less hand deformations; - Jump idle sound now works; - Landing sound check implemented (it happens not on every jump) and footsteps are less inaccurate; - Crouch jump bug where when you are crouched you could jump and hear the jump voice, solved; - During walk and crouch hairs on camera fixed; - Directional light intensity slightly decreased and post process exposure changed the type and intesity increased; - Rebuilt collision meshes on some meshes/rocks to simplify character's jittering and collisions performance; - Small world edits;
Here a preview of the new jumps of Thyra...
Have a wonderful day, the Utgardr Team...
P.s: The new zone has been reallocated to the next week. Be ready.